The new adventure is started! The result of Practice is reset, so you should see current status and fellow units, Support Cards before beginning.

By the way, you can get Unit Cards in Stage 1 to 6. This order is recommended. Mage, Healer, Jammer, Guard, Soldier, Lancer. Because in early stages, a unit has a little MP. So it will use up before clearing each stage.





Difficulty : š™™™™
Enemy's Leader : Guard (Lv.2)

This stage is not difficult, but you should remember that fellow Mage can use [ Fire 1 ] only 5 times. To beat enemy's Guard, it will be needed 2 times. This video is an example.

[ Until 3rd turn ]

[ From 4th turn ]





Difficulty : ššš™™
Enemy's Leader : Mage (Lv.5)

Helim takes part of your team as a new fellow. She has higher MAG, so she can attack enemy's Mage actively. But her DEF is never high, you should watch out for even Lancer's attack.

If enemy's Mage moves to upper side of the map, the battle would be very hard. Invite it to lower side with Helim or Natri.



In Bonus Phase, make Helim's level be 4 or more to be advantageous in the next stage. If you get Noble Points more, make also Jammer's level be 4.





Difficulty : ššš™™
Enemy's Leader : Guard (Lv.6)

If Helim's level is 4 or more, she will get little damage by enemy's Mage. Block it surely to defend fellows. In Bonus Phase, make Guard's level be 5 to use [ Pushing ].








Difficulty : šššš™
Enemy's Leader :
Cal, Sulfur (Lv.8)

See this picture.



In Bonus Phase, make Lancer's level be 8. Because it is not useful in Stage 5 and 6.



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