For context, one run in Candlelit Manifold: 30 Serum gives 82~91 Time-Frozen Hourglass.
Candlelit Manifold can be Multi-Challenged up to 8 times maximum.
Reaching Authority Level 25 will unlock the "Auto Clear" button that immediately clears the stage with the specified number of Multi-attempts.
Farming Tips
Use your Serum to grind only the first stage in "Candlelit Manifold", do not spend Serum on the second stage because memories can be redeemed in the shop.
Event Shop Tips
It is generally not recommended to redeem:
Precision Toolkit
in the "Limited" section as it can be farmed anytime through the Dorm and will not be worth the Serum spent otherwise.
ALL 6 star Memories can be farmed so do take the chance to stock up.
Collection
01
Turing
550
02
Turing
550
03
Turing
550
04
Turing
550
05
Turing
550
06
Turing
550
Special
01
Catherine
625
02
Catherine
625
03
Catherine
625
04
Catherine
625
05
Catherine
625
06
Catherine
625
01
Patton
625
02
Patton
625
03
Patton
625
04
Patton
625
05
Patton
625
06
Patton
625
01
Philip II
625
02
Philip II
625
03
Philip II
625
04
Philip II
625
05
Philip II
625
06
Philip II
625
01
Frederick
625
02
Frederick
625
03
Frederick
625
04
Frederick
625
05
Frederick
625
06
Frederick
625
01
Shakespeare
625
02
Shakespeare
625
03
Shakespeare
625
04
Shakespeare
625
05
Shakespeare
625
06
Shakespeare
625
01
Heisen
625
02
Heisen
625
03
Heisen
625
04
Heisen
625
05
Heisen
625
06
Heisen
625
01
Darwin
625
02
Darwin
625
03
Darwin
625
04
Darwin
625
05
Darwin
625
06
Darwin
625
01
Hanna
625
02
Hanna
625
03
Hanna
625
04
Hanna
625
05
Hanna
625
06
Hanna
625
01
Cottie
625
02
Cottie
625
03
Cottie
625
04
Cottie
625
05
Cottie
625
06
Cottie
625
01
Da Vinci
625
02
Da Vinci
625
03
Da Vinci
625
04
Da Vinci
625
05
Da Vinci
625
06
Da Vinci
625
01
Chen Jiyuan
625
02
Chen Jiyuan
625
03
Chen Jiyuan
625
04
Chen Jiyuan
625
05
Chen Jiyuan
625
06
Chen Jiyuan
625
01
Bathlon
625
02
Bathlon
625
03
Bathlon
625
04
Bathlon
625
05
Bathlon
625
06
Bathlon
625
01
Leeuwenhoek
625
02
Leeuwenhoek
625
03
Leeuwenhoek
625
04
Leeuwenhoek
625
05
Leeuwenhoek
625
06
Leeuwenhoek
625
01
Flamel
625
02
Flamel
625
03
Flamel
625
04
Flamel
625
05
Flamel
625
06
Flamel
625
01
Einsteina
625
02
Einsteina
625
03
Einsteina
625
04
Einsteina
625
05
Einsteina
625
06
Einsteina
625
01
Guinevere
625
02
Guinevere
625
03
Guinevere
625
04
Guinevere
625
05
Guinevere
625
06
Guinevere
625
01
Condelina
625
02
Condelina
625
03
Condelina
625
04
Condelina
625
05
Condelina
625
06
Condelina
625
01
Tifa
625
02
Tifa
625
03
Tifa
625
04
Tifa
625
05
Tifa
625
06
Tifa
625
01
Koya
625
02
Koya
625
03
Koya
625
04
Koya
625
05
Koya
625
06
Koya
625
01
Wu'an
625
02
Wu'an
625
03
Wu'an
625
04
Wu'an
625
05
Wu'an
625
06
Wu'an
625
01
Lucrezia
625
02
Lucrezia
625
03
Lucrezia
625
04
Lucrezia
625
05
Lucrezia
625
06
Lucrezia
625
01
Jack
625
02
Jack
625
03
Jack
625
04
Jack
625
05
Jack
625
06
Jack
625
01
Elizabeth
625
02
Elizabeth
625
03
Elizabeth
625
04
Elizabeth
625
05
Elizabeth
625
06
Elizabeth
625
01
Seraphine
625
02
Seraphine
625
03
Seraphine
625
04
Seraphine
625
05
Seraphine
625
06
Seraphine
625
01
Marco
625
02
Marco
625
03
Marco
625
04
Marco
625
05
Marco
625
06
Marco
625
01
Unimate
625
02
Unimate
625
03
Unimate
625
04
Unimate
625
05
Unimate
625
06
Unimate
625
01
Isabel
625
02
Isabel
625
03
Isabel
625
04
Isabel
625
05
Isabel
625
06
Isabel
625
01
Boone
625
02
Boone
625
03
Boone
625
04
Boone
625
05
Boone
625
06
Boone
625
01
Shelley
625
02
Shelley
625
03
Shelley
625
04
Shelley
625
05
Shelley
625
06
Shelley
625
01
Charlotte
625
02
Charlotte
625
03
Charlotte
625
04
Charlotte
625
05
Charlotte
625
06
Charlotte
625
Limited
Precision Toolkit
x1
50
In Stock: 20
Normal
Aura Chip
x10
125
Aura Basic Unit
x10
125
6 ★ Memory Shard
x15
70
Overclock Material Box (α)
x8
30
Overclock Material Box (β)
x4
61
Memory Enhancer IV
x12
106
Weapon Enhancer IV
x6
160
EXP Pod (L)
x6
125
Skill Point
x15
70
Support Skill Component
x6
130
Support Overclock Bundle (S)
x6
82
Support Overclock Bundle (L)
x3
123
Integrated CUB EXP (L)
x1
48
Cog Pack (XL)
x1
83
Cogs
x1000
1
Simulacrum Submersion
Guide for the Simulacrum Submersion Event
Duration: December 12th 2023 to January 13th 2024.
General
Clear levels and strategize with acquired Add-ons to go further!
Simulacrum Submersion is divided into 6 levels which unlocks along with Zone Progress and over time.
Each level includes multiple types of combat stages.
Regular Snapshot: Clear this to unlock the next Depth Zone.
Collapsed Snapshot: Clear this to unlock more than 1 Depth Zones in advance.
Overlapped Snapshot: Multiple teams are required to clear this.
Clear the current Depth Zone to unlock the next Zone.
Zones beyond 90km can only be unlocked by clearing Collapsed Snapshot.
All Zones must be cleared in a level to unlock the next level.
Clearing a Zone for the first time grants special rewards, Zones cleared in Collapsed Snapshot will fairly award first time rewards for previously incomplete Zones.
"Abandon Battle" resets the Battle Progress of the current Zone and returns the Player to the Zone selection menu.
"Battle Reset" randomly refreshes the enemies, affixes and maps of each Node in the Zone.
"Quick Clear" instantly clears cleared Zones for Character Add-on and Memory Synapses Rewards.
3 "Quick Clear" attempts will be given daily, only 3 can be held at a time.
Used in "Perception Amplification" to raise Stat Points to buff the whole team and increase amplification from Add-ons.
"Perception Amplification" buffs applies to all Constructs regardless of Team.
Used in "Fusion Center" in "Add-on Codex" to purchase locked Add-ons.
Complete Daily Missions, Achievement Missions and clear Zones for the first time to gain Simulacrum Spiral.
Simulacrum Spiral is used to claim rewards in the Recycling Arrangement Shop.
Characters can use Add-ons that will give special effects during battle.
Add-ons for all Constructs can be viewed in "Add-on Codex".
Each Add-on costs a certain Load when equipped, which is the same as the Add-on's star level.
Character Load can be increased with "Diffusing Sense Memories" obtained by clearing certain Zones for the first time, with the maximum Load being 30.
In "Add-on Codex", locked Add-ons can be bought in "Fusion Center" with Memory Synapse.
Trial Constructs can be used to clear Zones.
In Zones, after 2.5 minutes, enemies enter overclocking mode and will become harder to defeat.
Complete combat stages to build up "Perception Signal" to 100% to trigger "Serendipitous Snapshot" stages in any combat zone of the current layer.
Each combat stage adds 20% "Perception Signal".
"Perception Signals" of each layer is accumulated and used separately.
"Serendipitous Snapshot" stages can be completed to earn rich add-on rewards but will disappear after being cleared.
Advice
It is not recommended to clear the event up to Challenge Depth 120km.
At Zone Depth 90km, the Collapsed Snapshot stage will allow the player to leap to the maximum Zone Depth of 120.
However, most players will only be able to manage to complete the first 10+ rounds before the time limit and will be unable to reach Zone 120.
As the Achievement missions only reward Players for reaching up to Zone/Challenge Depth 90km, it is possible for players to build up Simulacrum Spiral by clearing daily missions after reaching Zone Depth 90km.
Remember that Trial Constructs are available for use.
When equipping Constructs with Add-ons in "Member Preparation", remember to always select the "Current Character" filter on the top left to only see Character specific buffs.
It is recommended to raise amplification stats equally in "Perception Amplification" rather than just focusing on one stat to raise BP of Constructs more quickly.
Remember to use the three given daily "Quick Clear"s everyday.
As "Perception Signal" for the "Serendipitous Snapshot" can be gained separately in each layer, Players can clear earlier Collapsed Snapshot combat stages (every 5km Depth) within the layer to gain "Perception Signal" quickly and farm Add-ons.
Event Missions
Daily Missions
Event Mission
Description
Rewards
Shallow Connection
Complete Zone Operation once
x50
Stable Connection
Complete Zone Operation 3 times
x50
Deep M.I.N.D connection
Complete Zone Operation 5 times
x50
Achievement Missions
Event Mission
Description
Rewards
Epipelagic Submersion
Challenge Depth reaches 30km
x250
Mesopelagic Submersion
Challenge Depth reaches 50km
x250
Bathypelagic Submersion
Challenge Depth reaches 90km
x250
100 Marks
The team's total Amplification Level reaches Lv.100
x250
Fully Loaded
A character's Add-on load reaches 30
x250
Well-Chosen
Purchase any 6★ Add-on in the Fusion Center
x250
Recycling Arrangement Rewards
It takes 11530 Simulacrum Spiral to redeem all limited items in the Recycling Arrangement Shop.
Special
Event Construct R&D Ticket
x250
750
In Stock: 1
Event Construct R&D Ticket
x250
750
In Stock: 1
Target Weapon R&D Ticket
x250
750
In Stock: 1
CUB R&D Ticket
x250
750
In Stock: 1
Trade Voucher
x50
90
In Stock: 40
Normal
Hypertune Crystal α
x1
1
In Stock: 480
Hypertune Crystal β
x1
10
In Stock: 80
Overclock Material Box (α)
x1
2
In Stock: 200
Overclock Material Box (β)
x1
10
In Stock: 50
EXP Pod (L)
x1
10
In Stock: 40
Weapon Enhancer IV
x1
15
In Stock: 30
Memory Enhancer IV
x1
5
In Stock: 100
Support Skill Component
x1
10
In Stock: 50
Skill Point
x10
30
In Stock: 30
Cogs
x200
1
Spectroscopic Binary Star
Guide for the Spectroscopic Binary Star Event
Duration: December 26th 2023 to January 13th 2024.
General
Use Class synergy skills and select the right Constructs to clear all stages and get all rewards!
Spectroscopic Binary Star has three themes.
Assault: Perturbation has 6 stages which focuses on using Attacker Class Constructs.
Support: Resonance has 6 stages which focuses on using Support and Tank Class Constructs.
Balanced: Twinstars has 8 stages and requires the use of all kinds of Constructs.
Each stage will have its own Stage Mechanics that will require players to select Constructs with recommended Construct features to complete.
Only a maximum of 2 Constructs can be used in each stage, and will be locked within the "Theme" to that stage. Constructs locked within a "Theme" can still be used in other "Themes".
Trial Constructs can be used in place of Player owned Constructs, Trial Constructs cannot equip Player-owned CUBs.
Trial Constructs used will also lock the same Player owned Construct as well.
Constructs locked in this way can be released by using "Stage Reset" at the stage they are locked in. However, this will reset the Stage Completion as well.
Each Construct Class has a Synergy skill tied to it.
ATK Boost: Stimulation is Tied to Attacker and Vanguard Classes.
DEF Boost: Accretion is tied to the Tank Class.
Healing Enhancement: Diffraction is tied to the Support and Amplifier Class.
The Synergy skill that can be used in battle is tied to the Construct that the player is not controlling, and will change based on the Construct's Class.
To recover Synergy Energy:
Global: Recovers Energy over time or when Matrix is triggered. (Applies to all Classes)
Attacker/Vanguard: Recover Energy upon a 3-ping.
Tank: Recovers additional Energy when Matrix is triggered.
Support/Amplifier: Recovers Energy upon healing someone.
The Construct that the player is not controlling will stay on the field and be AI-controlled. Switching Constructs has no cooldown and can be spammed.
All stages need to be cleared to receive all event rewards.
Advice
Read Stage details when planning teams before entering battle and pay attention to in-game prompts while in battle!
If the Player's Constructs aren't >5500 BP, use Trial Constructs instead.
Using Trial Constructs can be very helpful in clearing the beginning stages of any "Theme".
As the stages get harder in the later stages, it is recommended to save stronger Constructs for those later stages.
Keep note of Stage Mechanics and in-game prompts to clear stages faster.
Synergy Skills and the Energy required to use them are shared among the entire team.
Remember to keep an eye on the Construct that is not being controlled, such as looking at its health bar or switching into them, as it could die unsupervised while being controlled by the AI.
Players can read up on stage mechanics of future stages in the theme and plan accordingly.
Keep Constructs and enemies as close as possible to stage mechanic relevant objects.
It is recommended to select weaker Constructs with less features that are still effective in earlier stages if the Player is unsure about what Constructs to reserve for later stages.
Assault: Perturbation
Stage
Description
Recommended Abilities
Assault 01
N/A
N/A
Assault 02
1. Every 30s, the enemy gains a shield that lasts 20s. If player character fails to break the shield within 20s, the enemy will gain 3 stacks of Assault, up to 15 stacks. 2. If the player character successfully breaks the shield, the enemy will take 40% more DMG within 15s and lose all the previously gained Assault stacks. At the same time, the player character will gain 2 sets of random Signal orbs.
Attacker (Can deal damage efficiently) Burst (Can deal heavy damage in short-time)
Assault 03
1. Enemy characters take 30% less DMG from the front. 2. Enemy characters take 50% more DMG from the back.
Tank (Enhances Armor, grants Super Armor, and resist 50% damage) Attacker (Can deal damage efficiently)
Assault 04
1. The enemy will switch between forms after taking a certain amount of damage, gaining Melee DMG Reduction and Ranged DMG Reduction in the two forms respectively. 2. When the enemy has Melee DMG Reduction, it takes 60% more Ranged DMG. When the enemy has Ranged DMG Reduction, it takes 60% more Melee DMG.
1. Before ally characters reach 100 combo, their attacks can only deal 1 DMG to the enemy. Once the combo reaches 100, the damage will return to normal and increase by a further 100% for every 100 more combo landed.
High Frequency Attack (Can perform high frequency attack)
Assault 06
1. There are 4 Energy Towers on the field that grant the enemy HP Recovery and ATK Bonus. Once your characters deal enough DMG, the enemy will destroy 1 Energy Tower and shut down the others for 10. They will also be Stunned for 5s and take 50% more DMG. 2. When the enemy takes Lightning DMG, the DMG Gauge accumulates 10 times faster than other Elements.
1. When an ally has caused excess healing, they will deal True DMG equal to the excess healing amount x700 to the enemy target. Ally characters in this stage will lose HP over time.
Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Support 02
1. Whenever an ally unit has a shield, they will gain 30% ATK Bonus. If the shield is lost, the ATK Bonus will disappear after 10s.
Shield (Can give your members shields)
Support 03
1. When the HP of an ally character falls below 70% of their max HP, their DMG reduces by 50% and movement speed reduces by 20%. Ally characters in this stage will lose HP continuously over time.
Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Support 04
1. The enemy has DMG Reduction. When the enemy is knocked away, they will take True DMG continuously while they are airborne.
Control (Can control the enemy)
Support 05
1. When the enemy has received a certain amount of Ice DMG, they will become Frozen. Using Fire Attacks against Frozen enemy target will deal massive True DMG to them. 2. When the enemy has received a certain amount of Fire DMG, they will become Burnt. Using Ice Attacks against Burning enemy target will deal massive True DMG to them.
1. A fixed Amplifier will provide ally characters with 30% ATK Bonus. It can also be healed by ally characters. The enemy will prioritize attacking this device. If the Amplifier is destroyed, ally characters will take DMG over time.
Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Balanced: Twinstars
Stage
Description
Recommended Abilities
Balanced 01
1. Whenever an ally unit has dealt Dark DMG to the enemy, a fixed device in the center of the field will charge up. When fully charged, the device will create a black hole to pull all enemy targets in and increase their Dark DMG taken by 60%.
Elemental Damage (Can deal elemental DMG)
Balanced 02
1. The enemy will start a 10s countdown and deal massive DMG to the current player character on the field at the end of it. If sufficient damage is dealt to the enemy within 10s, the character will avoid this damage and gain an ATK Bonus instead. 2. If the enemy has not received enough damage at the end of the countdown, the player character will take damage equal to 50% of their max HP.
Burst (Can deal heavy damage in short-time) Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Balanced 03
1. Every 40s, the enemy will become static for 10s and damage all ally characters for a total of 150% of their max HP over time. While channeling this attack, the enemy will also take damage equal to 15% of their max HP.
Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Balanced 04
1. There are 4 enemy targets on the field. After one of them is defeated, if there are still other enemy targets remaining after 30s, this unit will revive with 50% of the original HP left and their Finisher Gauge will also by only half as long. 2. After a Uniframe executes an enemy, ally characters will gain an ATK Bonus for 20s, and the enemy's revive countdown will also be reset.
Vanguard (Can deal damage efficiently)
Balanced 05
1. There are 2 enemy targets on the field. If one loses all Super Armor, both enemies will take DMG equal to 10% of their max HP, and the target without Super Armor will be Stunned for 10s. The enemy's Super Armor bar will slowly regenerate overtime.
Tank (Enhances Armor, grants Super Armor, and resist 50% damage)
Balanced 06
1. There are 3 enemy targets on the field, all of them have three types of buffs. When any of the enemy target is executed by a Uniframe, other remaining enemy targets will lose one buff.
Vanguard (Can deal damage efficiently)
Balanced 07
1. When the enemy unit deals DMG to an ally unit, 20% of this DMG will be projected to another ally unit.
Support (Boosts restoration efficiency and Synergy Energy recovery speed)
Balanced 08
1. The enemy gains Red, Blue and Yellow Orb immunity in chronological order, with a 1 min interval between two buffs. The enemy takes increased DMG from Basic Attacks and Signature Moves.