There are 4 stages that can be cleared, each stage will be unlocked once the previous stage's deciphering stage has been complete.
Each new stage are timed to release 1 week after the previous one.
The deciphering stage can be attempted once a day, with the scores being added to the score achieved the previous day.
Finishing the story content for each stage will unlock a new "Archive" to unlock a new Nier character that can be "Improved".
You gain 3 "Empty Record" everyday at 07:00 AM UTC that can be used to improve Nier Characters.
Improving Nier Characters will unlock their "File" data and increase their BP within the event.
It is recommended to grind the "World Collapsed Archive" in the YoRHa Archive after maxing out all Nier characters as it gives 350 Broken Coins instead of the 200 Broken Coins that the other stages give.
Abyssal Action
Pale Wasteland
Event Mission
Description
Rewards
Area I
Clear Nameless Archive 01
x50
Area I
Decipher Progress reaches 20%
x100
Area I
Decipher Progress reaches 40%
x150
Area I
Decipher Progress reaches 60%
x200
Area I
Decipher Progress reaches 80%
x250
Area I
Decipher Progress reaches 100%
x300
Cycle of War
Event Mission
Description
Rewards
Area II
Clear Nameless Archive 02
x50
Area II
Decipher Progress reaches 20%
x100
Area II
Decipher Progress reaches 40%
x150
Area II
Decipher Progress reaches 60%
x200
Area II
Decipher Progress reaches 80%
x250
Area II
Decipher Progress reaches 100%
x300
Blood & Flower
Event Mission
Description
Rewards
Area III
Clear Nameless Archive 03
x50
Area III
Decipher Progress reaches 20%
x100
Area III
Decipher Progress reaches 40%
x150
Area III
Decipher Progress reaches 60%
x200
Area III
Decipher Progress reaches 80%
x250
Area III
Decipher Progress reaches 100%
x300
World Collapsed
Event Mission
Description
Rewards
Area IV
Clear Nameless Archive 04
x50
Area IV
Decipher Progress reaches 20%
x100
Area IV
Decipher Progress reaches 40%
x150
Area IV
Decipher Progress reaches 60%
x200
Area IV
Decipher Progress reaches 80%
x250
Area IV
Decipher Progress reaches 100%
x300
Reverb Archive
Event Mission
Description
Rewards
Grinding Area
Reach 1★ in Pale Wasteland Archive
x100
Grinding Area
Reach 2★ in Pale Wasteland Archive
x200
Grinding Area
Reach 3★ in Pale Wasteland Archive
x300
Grinding Area
Reach 4★ in Pale Wasteland Archive
x50
Grinding Area
Reach 1★ in Cycle of War Archive
x100
Grinding Area
Reach 2★ in Cycle of War Archive
x200
Grinding Area
Reach 3★ in Cycle of War Archive
x300
Grinding Area
Reach 4★ in Cycle of War Archive
x50
Grinding Area
Reach 1★ in Blood & Flower Archive
x100
Grinding Area
Reach 2★ in Blood & Flower Archive
x200
Grinding Area
Reach 3★ in Blood & Flower Archive
x300
Grinding Area
Reach 4★ in Blood & Flower Archive
x50
Grinding Area
Reach 1★ in World Collapsed Archive
x100
Grinding Area
Reach 2★ in World Collapsed Archive
x200
Grinding Area
Reach 3★ in World Collapsed Archive
x300
Grinding Area
Reach 4★ in World Collapsed Archive
x50
Reverb Archive
Event Mission
Description
Rewards
Rescue
Choose once the deciphering is completed!
x1
Secret Exchange
A maximum of 9999 Broken Coins can be held at one point, any more Broken Coins gained will be stored in the mailbox.
It takes 19550 Broken Coins to redeem everything in the Secret Exchange Shop.
Special
Inver-Shard - A2
x1
200
In Stock: 50
Destroyer Outfit
3000
In Stock: 1
Lunar Tear
x1
50
In Stock: 100
Universal
EXP Pod (L)
x1
12
In Stock: 50
Skill Point
x1
5
In Stock: 50
Memory Enhancer IV
x1
3
In Stock: 50
Weapon Enhancer IV
x1
10
In Stock: 20
Overclock Material Box (α)
x1
1
In Stock: 50
Overclock Material Box (β)
x1
5
In Stock: 20
Cog Pack (XL)
x1
20
In Stock: 10
Micawberism Cloisters Overview
Guide for the Micawberism Cloisters Event
Duration: July 14th 2022 to August 4th 2022.
General
Upgrade and recruit units to rise up the tower by defeating mobs through strategy!
You can use up to 6 units to challenge each stage, consisting of 1 Core Member and 5 regular Squad Members.
You can upgrade your units with Kinetic Potions to raise their level and Core Modules to Star up your units after they've hit the level cap which will reset their level to 1 but will raise their level unit.
Core members have Red, Yellow and Blue skill that are manually activated (with a cooldown) while regular Squad 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.
The Energy Depot gives 60 Kinetic Potions and 30 Core Modules every 12 minutes
The Energy Depot can only hold a maximum of 24 hours worth of materials which would be 1440 Kinetic Potions and 720 Core Modules at a time.
There are 35 normal stages that can be cleared which will award the "Mechanoid Gacha" Collectible and 100 hard stages (displayed as Midnight-55).
Member Classes
There are 4 Classes which have a type advantage against each other
Shooter > Guard > Knight > Assassin > Shooter
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 units.
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.
Strategy
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
While in the "Battle Preparation" screen, it will display the type advantages relative to the mirrored position of the enemy, while this is helpful to learning the direct type advantages of the enemy, the suggested "Up" and "Down" markers should be ignored as the game does not take into account team composition and position when placing these markers, only that the member on your side has an advantage in terms of type when facing off against it individually.
If the enemies have Assassins, you can anticipate their movement as they will teleport behind your team and block your Guard units from immediately advancing forward by blocking them with any unit that is not a Guard member (with some exceptions).
If the enemies have Shooters, you can use Assassins to teleport behind the enemy to either distract or kill the Shooters.
If the enemies have Guards, you can block their advancement with another Guard that will charge forward at the start of the battle like them.
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 units whittle down their HP.
Remember that all units in this mode will 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 unit'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.
Costs:
SSS = 16
SS = 8
S = 3
A = 2
B = 1
Controlling Core Members
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 unit's energy meter closely and using it when they are about to use unleash their skill. This will be essential in clearing later stages.
It is 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 a stage in the endgame.
As different skills have a different range and effect, 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.
Endgame Build
It is possible to clear all the way up to stage 60/Midnight-15 in the endgame mode with one team