Operation Babel: New Tokyo Legacy

Operation Babel: New Tokyo Legacy

62 ratings
Missions and Maps
By The Weak
This is a simple guide that contains some basic information and maps, showing how to complete every Mission in the game. It has all Post Game Missions and includes Lethal Hall. SAVE YOUR CURRY CARE!
10
2
   
Award
Favorite
Favorited
Unfavorite
What is this Guide?
In case you didn't already know, this game is actually a remake of Generation Xth: Code Realize, which is the Third Semester of the series (Operation Abyss covers the first two). These maps cover locations, event orders, and items needed for the Missions in the Third Semester with the goal of finishing the game efficiently. If you are looking for information about Operation Abyss, you are looking at the wrong game, though there are two Missions and Maps guides for that one as well.

This guide is not going to cover every little detail, nor am I going to tell you what kind of party you "should" have (It's subjective, after all), but I will provide basic information and descibe the Blood Codes to help you make your own decisions. Folks who have played Operation Abyss will know a lot of it already, though there are some slight changes and new things introduced.

I am not covering strats for individual battles unless I think that there is something important to note, because the strat for each battle is quite literally "activate Unity abilities when you can (Magic Shell against heavy hitters, Fast/Slow Code for everything else), use the best Skills/Magic you have for your level, and cure/heal status effects when needed." I will cover some basic information about each Blood Code though. If you choose your Crossbloods wisely and take advantage of items you should do fine. If you want to know weaknesses, check the Enemies and Weaknesses section at the bottom of the guide.

I will try to avoid plot spoilers when I can, but I will be listing Mission titles and enemy names which can give certain things away if you read them before they are accessable in your own game. One last important thing to note is that following this guide exactly will cause you to miss out on some flavor text, but it is nothing important to finishing the game.

Missions are mostly listed in the order they appear at CPA Headquarters, with all but one Elimination Mission ordered where you can find the target.

If anything important is wrong or was missed, let me know and I'll fix it and give you credit. This game is short and easy to play, but making a guide is a nightmare with all of the random events and vague unlocking requirements. I am sure I have some innaccurate information or missed something somewhere, but even so the guide shouldn't steer you wrong.
Notes About the Game
I don't know if this happens for everyone, but the first time I loaded the game the default language was Japanese. If this happens to you and you want to change it, select the second option on the Main Title Screen (literally オプション) and you can choose English at the very bottom of the first tab.

When you save the game your configuration is saved as well, so you cannot change it in the Main Menu. Instead, you will have to click the "? Help" Button to access the game's Start Menu and change it from there.

You can choose between two Game Modes when you first start the game; the differences are only cosmetic. Basic has fancier looking static pictures for your characters, making creation quick. It also orders the party in a way to easily see the front and back rows. Classic has paper doll visuals for your characters that you can customize, and their fashion will change depending on what they have equipped. It also orders the party in a more modern Wizardry fashion, so just remember that the first three characters from the left are in the front row and the last three are in the back row. You cannot change between the modes once you start, so make sure to pick the option that appeals to you.

The game will periodically ask you if you want to activate network functions. This will allow you to see notes left by other players similar to soapstone signs in Demon Souls/Dark Souls/Bloodborne. You can also leave your own messages. Other than hints/trolling it does not effect gameplay. You can turn it on and off at will, so choose whatever you'd like.

You do not have to play Operation Abyss to get into this game, but you will be missing out on some backstory and a few early bonus items. As far as choices go, most only give you a minor dialog change. No choice effects the story. If a choice affects the Unity Gauge or anything else I will note it, but otherwise I won't be listing every fake decision that comes up. Just pick what appeals to you.

DO NOT USE YOUR CURRY CARE UNTIL YOU HAVE COMPLETED THE MISSION THAT REQUIRES IT. The amount that you can easily get is limited, so if you want to be efficient don't use it all up. Unlike in Operation Abyss, you can get it to rarely drop in Xth Subway Line so the situation isn't dire if you've used it all, but you would still have to grind for it.

Having a character die and resurrecting them at the Medical Lab will have Noriko give you Noriko's Concern Badge a.k.a. Noriko's Badge. This item will decrease all enemy levels by 3 when it is equipped, including bosses. Use it if you are struggling, keeping in mind that it "stacks" with other equipment that effects enemy levels. For example, if you equip it and ILITH Device (which you get around the start of mid game) at the same time the effects cancel each other out.

There is a sort of permadeath in this game, but it easy to work around. If one of your characters is dead and also has the Exhaustion status effect do not attempt to raise them immediately. Go to Medical Lab > Exit ICU to get the dead/afflicted student into your party, then use Rest > Vacation or a Remember Guts item to remove Exhaustion first. If you raise them while they have Exhaustion you will lose the character.

If you are new to these types of games and have an Academic (Main or Sub) afflicted with Fear from a failed Inspection, you can remove it with the Status Recovery option in the Development Lab for a fee or use Error Care (Item/Physician spell). It also has a chance to heal naturally after walking around a bit. After Fear is cured you can Inspect again.

Use Unity abilities as often as you can. The more you use them the more maximum Unity Gauge increases you will get, which will unlock more Unity abilities and let you use them more often. They can get you through a lot of situations that would otherwise be difficult, and are the key to finishing with lower levels if you are interested in that. The maximum amount of Unity Gauge possible is 60, but you do not need that much to beat the game.

The effectiveness of elemental damage is like this:
Fire > Earth > Wind > Water > Fire
Light and Dark are both strong against each other.
Light is also effective against Fire and Wind, but not as strong as using Water and Earth.
Dark is also effective against Water and Earth, but not as strong as using Wind and Fire.
For example, if an enemy has a weakness to Fire you would want to use Water (for the best damage), Light, or Non-Elemental spells.
If your magic is doing poor damage the enemy has either used a spell to dampen the effect or you are using the wrong element against it. The former problem can be fixed by using the Fast Code Unity Ability and a high rank Academic spell, but the latter just means you need to figure out the correct weakness. Keep in mind that not every enemy has a weakness, in which case most magic will do average damage.

The game's manual can be accessed at any time from the Squad Handbook option in the Start Menu, and also at CPA Headquarters. It contains a large majority of the information you'd need to understand how the game works. Use it if you need it.
Notes about the Maps
Click the thumbnail of each map to see the full sized version.

Tiles marked on the maps as Items work like static treasure chests, but usually with randomized loot. Once you take it the item does not respawn. For the Items that have traps you can back out of them if they have a low ranking and check them again for a chance to change it, but once you loot it you are stuck with what you've got. There are also Hidden Items, which are new to this series. They can be found rarely and randomly, even in dungeons you have already explored, and they never seem to stop respawning. You can find these Items by searching locations your party members sense something at, or searching every single tile, just like finding Hidden Doors. Because they are randomized they are not marked on the maps. Another thing that is randomized in certain dungeons is the Paranormal event. Say Yes to them for goodies, because they will disappear afterward.

If you have played Operation Abyss, there are some differences in how certain tiles are represented in Operation Babel. Blue tiles, which used to be "miscellaneous effects", and Blue and Black horizonatal striped tiles, which used to be "water" (called "Pitfall" in this game), have switched places. There is also a second Pitfall Icon that is an Orange X shape, with the difference between it and the Blue tile being that X tiles cannot be hovered over. Also, hidden warps now have an official icon (blue arrow snowflake thing). As for what "Misc" is, it can be anything from canceling HP Regen effects from equipment, not being able to use Call Portal to teleport there, door switches, and slippery tiles. The exact effect for each tile is shown in game when you place the cursor on them. One last thing to note is that Exit icons can mean both exiting to the City Map or exiting to a different area.

The routes shown on the maps are (usually) the fastest, not the safest. Respawnable Static Battles are not shown on the maps because you cannot see the icon under certain circumstances and I have no desire to double check every spot from every angle. If you follow the non-Variant Missions in order you should not have too much trouble, just be prepared for a fight when using doors and watch for orange triangle icons with teeth as you explore. Going up and down floors or using Call Portal respawns them, but going between areas on the same level does not.

Another thing to note about the routes on the maps is that they are for showing how to get to the Mission objectives, not unlocking shortcuts. Adding paths to the shortcuts as well would have cluttered the maps. Just take a bit a bit of time to go over the Information panel to the left of each map and read the information posted beneath them to determine whether or not it is worth it to you to open them up. If you have an Academic with Call Portal (Level 19) the spell is faster than any shortcut, so you can safely skip them unless the floor has anti-teleport properties. Call Portal items cannot be purchased and are a tad on the rare side, so save them for sticky situations if you can. They work in Dispel Zones, so they are useful even if you have an Academic.

If you are interested in speed it is almost always faster to use the Auto-pilot function on the map if you have to retread the same ground.
Sixth Character Disappearence Bug
This bug is not related to Permadeath. If your character disappears after you resurrect them then that is not a bug, that is because you ressurected them while they had the Exhaustion status, which is this game's version of Permadeath. If you have a character that is both dead and has Exhaustion, remove them from the ICU and use the Vacation option in the Rest menu or a Remember Guts item to remove Exhaustion first, then ressurect them afterwards. Pandora's Box Total Status Recovery also works.


There is a bug in this game that erases the sixth character in your party from existence. When it occurs there is nothing that you can do about it other than load your last save. I do not know the exact conditions that it can occur, but it has happened to me twice, coincidentally under almost identical conditions. Both times the disappearence occured while I was manually Inspecting loot with an Academic at the Academy, both times it was just after ressurecting a single front line Samurai character that had died to a Muramasa★Rabbit's critical/instant death attack (the ressurection was successful, they did not have Exhaustion) but before healing them, fixing my formation, or saving, and both times happened after the event where Noriko gives you Noriko's Badge. It might not be the Noriko scene that activates the chance of the character disappearing, but be careful to watch your party if/when it triggers.
Screen Resolution Lock Bug
When playing the game in Windowed Mode, sometimes the resolution will be locked and you will be unable to change it until you quit and restart the game. I do not know the exact circumstances that cause it, just that it sometimes happens if you try to move the window, usually accompanied by a random resolution change. It's not game breaking, but it is good to know if you don't play in Fullscreen Mode.
Prologue











MAP NOTES
You do not get to keep your progress for this area, so don't feel like you have to fill it out the map.


DETAILS
When the game begins simply win the battle and make your way to the Spatial Rift, marked by the giant gold ?, at (9x,10y) by using the Portals. It looks like it is floating in air, but you can step there. You can fill out the map if you want, but it is unnecessary. There is only one way to go so you can't get lost, though there is a warp at (9x,8y) that will take you back to (9x,6y), forcing you to have to retread your steps. After the second battle you will be treated to the opening cutscene, and be pushed again into another scene. None of the choices matter, so choose what appeals to you.

Eventually your party will be filled with the default starting members and you will receive 500gp, some low level equipment, and some consumable items. There is nothing special about the default characters other than the fact that they start at level 2 with slightly better equipment. They have no bearing on the story. To be honest, many of them are a little squishy, but other than that there is nothing wrong with them. You can either keep using them, or make your own party. If you choose to make your own, which I suggest you do now before taking the first Mission for the Unity Gauge fill (different parties do not share Gauge), you can poach equipment from the default characters by removing it from them. To do so, go into the game's menu and select the character's portrait > Item > Equip, then use the confirm button on the equipment you want to remove. All parties share the same inventory. New characters won't be able to equip some of the items until they reach level 2, but it will be nice to have them ready to be used. If you want to transfer the GP head to the Development Lab and choose Growth Points Storage > Growth Point Input (you can also disband the party), then switch to your second party and choose Growth Point Output.

If you have Operation Abyss you will receive some bonus items when you exit to the Classroom for the first time: Rush Craft, Cut Craft, Aim Craft, W Code Craft, H Code Craft, and P Code Craft. They are handy accessories to have at this point in the game, but you can live without them. There are other accessories in the game that can grant the same abilities.
Creating Characters
Kaito has already described how to make new characters, but just in case you sped past it select Member Application > Yes > Enlist in CPA Headquarters. When you are done, exit the Member Application menu and select Formation to create a new party or select one that already exists.

It is important to note that you can change your Blood Code, as well as your Crosscode (unlocked in the second Mission), at any time with no permanent consequences. Each character's Blood Codes have their own individual level, and you will never lose levels of Codes you switch out of in this way. That said, you cannot change your stats, so choosing Blood Codes that match the character is more effective. Each character's HP total is a combination of their main class plus their Crosscode, if they have one on. Having a Crosscode on will give the sub Blood Code 1/3 of EXP earned, but you can use any abilities from the Crosscode that you have unlocked via leveling. If you have just started the game you still have a bit of time before you can Crosscode, but keep it in mind as you create your characters. On top of Crosscode, you can equip accessories that grant Blood Code abilities for further customization.

Name, Age, Persona, and Voice have no effect on the character in terms of effectiveness.

Sex can effect what kind of equipment you can wear. The ♂ and ♀ will show you if the equipment is glitched (cursed) for that sex, though you can still use it (You can only remove glitched equipment in the Development Lab, but otherwise there is no extra penalty.). If the class abbreviations are blue it is male only, and if pink it is female only, with white being unisex.

Trait can effect what Blood Codes you can choose, Unity Rating, as well as what kind of equipment you can wear without it glitching (Once again, the only penalty for wearing glitched equipment is that it can only be removed in the Development Lab). Characters with the same Trait receive a Unity Bonus in battle, while those of the opposite trait will get a penalty. Neutral is unaffected. There is a way to change it during the game, though it takes a little work, and there is equipment to mitigate the penalty (Boosts and Locks Unity Rating. Called U-Bst, U-Lock in Operation Abyss). If you want to make a change use encounters with Friendly Variants; Fight will make them more Evil, Observe will make them more Neutral, and Leave will make them more Good. After a while of choosing a specific action you can go to the Medical Lab and get Therapy to make the change official.

Type effects your starting stats, your stat caps (base stat +20), and can also effect what kind of equipment you can wear. There is equipment (Type Passcode) and Fit Pass you can Affix to equipment that can help get around restrictions, so don't worry about it too much. Just pick stuff that matches the character's role in the party (ex. a Warrior that is Muscular and not Spiritual). If you are not a min-maxing type of player and don't want to think about it, Average works out just fine for any class.

The Bonus Roll can be rerolled by pressing A or exiting back into the Voice selection menu and back again. The maximum number of points is supposedly 10, but I have never seen above 8 personally (admittedly, I don't care to reroll that much). 6-7 points will give the character an above average start and shouldn't take too long to roll, but it is possible to go through the entire game without great Bonus Rolls. When alloting your points, remember that you cannot respec them. Make sure to pump stats that are useful to their role. I strongly suggest starting with at least 14-16 PHY for front row characters, and 12-14 PHY for back row characters. That will give them a much needed HP boost as they level in early game.

As for what each stat does:
STR = Physical Damage, including Bows and many, but not all, Conjuror spells
WIS = Elemental Damage, including Items, and Identify/Brain Spire
SPI = Healing Spells and Items, also seems to effect Light based spell damage.
PHY = HP Gains
SPD = How fast a character can act, Evasion*, Offhand Damage (up to 25 SPD), and Disarming Traps
LUK = Affects a lot of different things, including Non-Elemental Damage and RNG related abilities/defenses*

*For Evasion and Ailment Protection/Affliction you have to pump a lot of points into their relevent stat to see much difference. If you are not willing to commit for these effects you might want to consider putting your points elsewhere, unless the stat helps the character with something else.
Physical Blood Codes
Warrior
Rush (3 Times - Level 6), Berserk (5 Times - Level 19), Genocide (7 Times - Level 32): Randomly targets enemies in a single group multiple times. If there is only one enemy it will continue to target it. Attack Power and Hit rate are decreased when this ability is active. Must be charged via Focus first.
Crush (Level 10): Attacks one target, dealing splash damage to adjacent enemies.
Final Guts (Level 13): Chance of living after taking fatal damage. Chance increased by Defending.
Smash (Level 25): High damage single target attack with low accuracy.
STR is their main stat.

Monk
Impregnable (Level 1): Chance to halve damage received.
Enhance Fists (Level 1): Increased Barehanded attack with level.
Counterattack (Level 3): Chance to counter an enemy attack.
Three-stage Strike (3 Hits - Level 6), Four-stage Strike (4 Hits - Level 19), Five-stage Strike (5 Hits - Level 32): Attack a single enemy multiple times. Must be charged via Focus first.
Inner Success (Level 13): Heals self, effect increased with level.
Outer Success (Level 16): Gives own HP to heal and cure allies, effect increased with level.
Their offhand damage benefits from up to 25 SPD. After that, STR is their main stat.

Assassin
God Speed (Level 1): Defense increases with level, value affected by what is equipped.
Deadly (Level 3): Barehanded attacks have increased chance to proc Instant Death, Weapon attacks have a chance to hit more.
Ambush Attack Gin (Level 6): A high hit single target attack, with a range dependent on equipment. Must be in a Hidden state.
Illusion (Level 13): Protects party from attacks for one turn.
Utsusemi (Level 16): More chance to evade attacks, increased by Defending.
Shadow Sewing (Level 19): Chance to cause an enemy to stop moving, but removes the Assassin's Hidden status. Chance raises with level.
Ambush Attack Zan (Level 24): A single target attack with an increased chance to proc Instant Death, with a range dependent on equipment. Must be in a Hidden state.
Ambush Attack Metsu (Level 32): ): A single target attack that increases in damage the longer the Assassin remains in a Hidden state , with increased damage if using Assassin weapons. Range is dependent on equipment. Removes the Assassin's Hidden State.
LUK helps them land Instant Death and SPD up to 25 helps their offhand damage, while STR increases their overall damage. As a side note, when an Assassin is in a Hidden state they cannot perform a normal attack and must use a Skill, not that you wouldn't want to use a Skill under such circumstances anyway.

Archer
Aiming (Level 3): Can select specific enemies within groups.
Snipe (Level 6): Bow attacks have increased Hit and Crit rate and lowers enemy evasion.
Pierce (Level 13): Bow and Spear attacks have a chance to penetrate enemy rows.
Barrage (Level 19), Power Barrage (Super Concentration - Level 32): Attacks a random enemy three times. Damage is randomized.
Power Snipe (Level 25): Super Concentration, snipe with Bow repeatedly.
STR is their main stat, with LUK helping them land status effects with Arrows. Super Concentration is a state where you only have to use Focus once and the character can keep their charge, but they can be knocked out of it.

Samurai
Quick Slash I (1 Group - Level 6), Quick Slash II (2 Groups - Level 19), Quick Slash III (3 Groups - Level 32): Attacks an entire enemy group(s). S Range weapons are considered M range while active.
Dual Wield (Level 10): Main hand weapons can be equipped to the Sub hand.
Shura Front Style (Level 13): If targeted by an enemy while this skill is active, will attack said enemy as long as the Samurai can evade, with the number of attacks determined by level. Defense is brought to 0 while active, but Evasion is unaffected.
Yasha (Level 13): Chance to counterattack after evading.
Shura Back Style (Level 25): Attack a single enemy a number of times equal to the Samurai's level, or until the Samurai or target is dead/Fainted. Defense brought to 0 while active, but Evasion is unnaffected.
Muli-weapon (Level 40): Increases the number of 1 handed weapon types that can be equipped as a sub weapon.
Their offhand damage benefits from up to 25 SPD. After that, STR is their main stat. PHY can help them survive Shura Front Style. LUK can help them land Instant Death if they are equipped with KO Katanas.

Knight
Armor Build (Level 1): Defense increases with level, added to equipment value.
Front Guard (Level 3): Chance to protect the back row, increased by Defending.
Providence (Level 6), Providence II (+Anti-Energy effect - Level 25): A single target attack with a high hit rate.
Aegis (Level 13): Protect the party for one turn, affected by Unity Rating.
Crusade (Level 16): Raises Defense and attacks an enemy row.
Holy Guard (Level 19): Protects the Knight against Critical/Instant Death, Paralysis, and Angst.
PHY is their main stat, while LUK can help them avoid status effects and Instant Death.
Magical Blood Codes
Magician
Anti-Energy (Level 1): Deal more damage to Ectoplasmic enemies.
Boost Cast (Level 7): An MP-free magic attack that deal less damage every time you use it. Refreshed by Resting.
Magic Burst (Level 13): Increases the effect of damage spells. Have to charge it for one turn via Focus, then select Magic Burst > Spell. Focus is not lost once charged.
Auto Burst (Level 20): WIZ spells are automatically strengthened.
Quick Cast (Level 32): Cast the same spell twice in one turn, consumes two casts.
Naturally learns WIZ Spells, which focuses on elemental damage. Enfloat is learned at level 3, Pandora's Box is learned at level 33.
WIS is their main stat, though LUK can help them land status effects.

Physician
Refresh (Level 7): MP recovered periodically while walking. Recovery rate is increased with level.
Mana Decode (Level 13): Swap MP with another party member.
Mana Shield (Level 19): Shields the party from enemy attacks. Defense increases with level.
Auto Burst H (Level 25): HEAL spells are automatically strengthened.
Mana Realize (Level 32): MP Recovered periodically during combat. Recovery frequency is based on SPI, with above 40 recovering every turn. Recovery can only happen from the start of the second turn, and the start of each turn afterward.
Naturally learns HEAL spells, which focuses on healing and defensive buffs. Anti-Shuffle is learned at level 3, Neo Defense and Neo mana Guard are learned at level 14, and Neo Hit is learned at level 19.
SPI is their main stat.

Academic
Academic Boost (Level 1): Increased chance of searching and disarming traps. Success based on LUK.
Identify (Level 1): Identify an Item. Chance to be put into Fear status on failure. Chance of success increases with WIS.
Quick Use I (2 Items - Level 7), Quick Use II (3 Items - Level 26), Quick Use III (5 Items - Level 33): Can use more than one of the same item on the same target in one turn. Consumes the amount used.
Brain Spire (Level 14): Chance to increase or decrease the Unity Gauge. Success is based on WIS.
Salvage (level 20): Random loot quality is increased automatically.
Naturally learns PSI spells, which focuses on utility and debuffs. Return Gate and Neo Scan are learned at level 3, Neo Chain and Neo Psyguard are learned at level 14, and Call Portal is learned at level 19.
Their main stat depends on what you want to focus on. WIS is better for Identification/Brain Spire/elemental damage items, while LUK is better for their Non-elemental damage and chance to land status effects with their weapons. SPD is for manual trap disarming, though you eventually get a spell that covers that.

Conjuror
Contract (Level 1): Attempts to Contract a Variant. Some Variants cannot be Contracted, and damaged Contracted Variants might run. They are controlled by AI and have the same actions they had as an enemy.
Evil Eye (Level 1): Shows target's current HP value. It does not cost a turn and you can scroll through each enemy group.
Cancel Contract (Level 7): Removes a Contracted Variant.
Formation (Level 13): Swaps Contracted Variant with a reserve Variant.
Defense Formation (Level 16): Use Contracted Variants to Defend the party for one turn.
Barrier (Level 19): Restores Contracted Variant's HP. Contracted Variants cannot act or escape the turn it is used.
Ostracize (Level 25): Can keep Contracted Variants when you leave a labyrinth.
Invitation (Level 32): Use HP to summon a Variant, but after the battle the Variant's Contract ends.
Naturally learns TRAN spells.
Conjuror is a bit more complicated than other casters. STR effects their spells that deal physical damage (which also uses their equipped weapon to strike, so equipping something that has a chance to land status effects is handy), SPI effects their spells that heal (Nono is a Full Cure and does not need SPI), and LUK effects their Non-elemental damage and chance to inflict status effects (even if you have max LUK the damage is not great unless you stack Magic Damage+). Conjurors share Contract slots, so having more than one in your party is a bit of a waste. As they level up they will eventually have access to three slots, and only one Contracted Variant can be active at a time.

As far as Contracted Variants go, try not to get too attached to them, even when you get Ostracize. They are meant to be temporary and can be removed from your party in many ways, such as the Conjuror getting Paralyzed or Confused, Dying, and Code Break, or the Contracted Variant getting killed. Contracted Variants also have a chance to run away whenever they are damaged, with lower health having a higher chance and being rather frequent from half health and lower. The only way to stop them from running is to use Barrier that turn, which does not heal for much. Party wide healing spells can also heal Contracts, and will generally heal more than Barrier if the caster has high SPI, but those types of spells will not stop them from running.

The level of the Contracted Variant is dependant on the level it was Contracted at and they can never level up. A good strategy is to equip enemy level increasing items (ILITH Device, Hachi's pack, Alice's Bell), Contract the enemy you want, then remove the enemy level increasing items after. Most of the Contractable Variants are pretty lack luster until Post Game.
Party Advice
Your party should match your playstyle, but if you are new to these types of games having a Physician and an Academic, Crossblood or not, is a good idea. Physician can save you money by using their spells to heal the party, so you can stick to the cheap Charge option in the Medical Lab. Academic can Identify items for free, and the cost of curing Fear or replenishing spell casts is usually a lot less than Appraising an item at the Development Lab (Rest>Charge and Heal Status in the Medical Lab cost is equal to their level, and you can also use the Error Care spell if you have it). Samurai (no MP cost, but equipment dependent) and Magician (not as equipment dependent, but costs MP casts) are the best in terms of clearing giant groups of enemies quickly. Don't feel like you have to have a specific Blood Code in your party though. Items and ability granting equipment make great replacements for most "must have" abilities.

Some classes have a slower start than others. For example, Knight requires level 13 before they have their full party protection. Conjuror is also slow at coming into their own, needing level 25 to really start to shine. They are not going to drag you down too much. Just be aware of it.

As far as Crossblood goes, which is unlocked during the second Mission, try to stick to Blood Codes that match the character's stats for the best effect, though there are combinations that you can ignore that advice depending on what you want to do. Because 1/3rd of your EXP goes to your Crossblood your main Blood Code will level slower, but in most cases it is still good to have one on. You also only gain stat points from the highest level you have across all of your Blood Codes, not on every level up. That said, you can choose to not use one, or turn it off, if you want more EXP for your main Blood Code. Most good combinations are obvious, such as Knight+Monk, or Physician+Any Magic User, but you can switch things up without consequence so don't be afraid to play around with it.

If you are interested in breaking the game, make a Magician with Physician Crossblood or vice versa, then work on getting them past 40 SPI via leveling and equipment. When the character's Blood Codes reach Physician 32 / Magician 33 you can use Fast Code, then have the Magician+Physician cast Pandora's Box (3 randomized choices) for buffs or a full party heal (includes raising the dead) and let their high SPI replenish an MP cast for the next turn. This tactic will trivialize most of the battle content in the game.

Another powerful combination is Samurai (level 25+) / Assassin (Level 16). Assassin Crossblood gives Samurai extra Evasion to use for Shura Back Style. Combine that with armor that focuses on Evasion, Slow Code, Weapon Temper, Armor Temper (for half damage, not the Defense increase), Hit Down, and Defense Down. Note that you don't have to have every buff/debuff, but it certainly helps mitigate the risk. You'll be able to take down pretty much any Boss in a few turns, if not kill them outright. If you want them to be even more stupidly powerful utilize a Blood Passcode, or a Level Passcode if you have high level items they can't equip yet. You can get similar results with other physical focused Blood Codes as your Main if you can find an accessory that gives Shura Back Style. If you have a slow 41+ SPI Magician(lv.33)+Physician(lv.32) or two, you can use Pandora's Box > Full Status Recovery (if it is one of the choices) to raise your Shura Back Style user(s) in case they die.
Equipment Advice
While the Issue store does have a limited equipment section and will add new items as the game progresses, you will have to rely on random loot drops to gear your party. Unlike Operation Abyss, this game can be cleared with lower level equipment if you take the time to learn what all of the classes/spells can do, but it still doesn't hurt to upgrade as you get better items.

If you find yourself struggling, or just want an easier time, update/Boost your equipment. Defense (you want positive numbers) decreases the amount of damage you take when an enemy lands a hit, and Evasion (you want negative numbers) helps the character avoid the hit all together which is much more desireable, but it has to be relatively high to be more effective than Defense in terms of keeping your characters alive. Don't forget that armor can have special properites as well. Only choosing armor by the Defense stat when enemies in the area you are exploring deal status effects can make things a bit more annoying than they have to be. For weapons, do not neglect the number of Max Attacks it can do (you want positive numbers) and Miss Chance (you want negative numbers). Range effects what enemy group you can target, with S being able to target the first row only, M being able to target the first and second row, L being able to target the first three rows, and LL being able to target any row. When it comes to the Main Hand stat, Two requires both hands to equip, One can only be equipped to the Main Hand (with the exception of Samurai that have the ability to equip it to their Sub Hand), Sub can be equipped to either hand, and Shield can be equipped to the Sub hand. Also, do not forget that you can equip your characters with abilities belonging to Blood Codes that they are not using. You can make some very powerful characters this way.

The level of the gear determines the level the character must be in order to equip it (bypassed by equipping a Level Passcode), the base stats of the item, as well as how much the item can be Boosted. You can find random items that are pre-Boosted past their limit, but you cannot Boost them past it yourself. Boosted Weapons have added damage, while Boosted armor has added Defense (not Evasion). Random items can also have properties a Created/Bought item cannot normally have. Selling and rebuying such items to try and clear negative stats will remove the extra bonus properties. Speaking of selling/rebuying, the only stats/properties that are randomized are shown in yellow when you look at the item before you purchase it. Yellow stats can become positive, negative, or simply not be present on the item at all. Be sure to Save/Reload to get the desired stats/effects. Stats on equipment are added to the characters stats and can bypass their level limits (total amount is the left hand number next to the stat on the status screen, with the right number being the characters stats without equipment). All special properties, such as Magic Attack+, Spell Defense+, Special Defense+, and elements stack.

Affix can add a new property to the weapon, including extra enemy type and elemental damage(weapon)/protection(armor), adding a Stat, or bypassing a Type restriction. Unique equipment (shown with yellow text) cannot be Affixed at all. You can only add one element PL, one enemy Type PL, and one Fit Pass to an individual piece of equipment, though you can change them by Affixing another one on top of them. You can add as many different stat Sources as you'd like, but Affixing two of the same stat does not stack and wastes the Source. It can be beneficial to create and save weapons with PL Energy on them (+Par), even if they are lower in level, so you can switch to them in combat if you run into a Paranormal enemy in a new dungeon.

Pay close attention to the Variant Affix and the Status Affix of each weapon. Variant Affix shows what kind of Variant Types the weapon is effective against, or in the case of red text what they can't damage much at all. Status Affix shows what kind of status effect the weapon has a chance of inflicting on hit, or defend against in the case of armor. LUK effects the chance a status effect will land/be avoided, and can be a very powerful tool for controlling battles. Like with other randomized bonus effects, you can get extra status effects on random drops that are normally not on the weapon. Keep your eye out for equipment that has the Faint (Fnt) effect (Squek Hamr, U Knuckle, Ult Knuckle-G, Meta Rod). The Fnt status is fairly easy to land on most enemies (not on some Variants/Bosses). Switching to these weapons in difficult encounters to try and make the enemy lose turns is a good way of getting the upper hand.

Affixing Gamble Codes (Key Tool) can randomly change a piece of equipment into another item, sometimes a consumable, that is 0 to 3 levels higher or lower than the original, but cannot go past level 40. Using a Gamble Code on an item that is past level 40 will result in a level 40 item, usually a Pandora's Box. Before you Gamble, make sure to remember that your characters have to be the same level the equipment is or higher to be able to use it, unless they are also equipped with a Level Passcode, and that equipment past level 40 can be Stripped for materials that can Boost your other equipment.

Glitched items (purple color when equipped) cannot be removed unless you pay the Development Lab GP with the Release Bug option. You can see what items will glitch by looking for any red text in Sex and Trait. If a character that fits the red text's description equips it, it will become stuck to that character. Other than that, there is no extra punishment and the character can use the equipment normally. With a Level Passcode you can take advantage of high level Glitch items by equipping the Level Passcode and the Glitch equipment to a character, then removing the Level Passcode. The Glitched equipment will stay on the character.

Some equipment can be used to cast a spell. Most will break with one use (Escape, Call Portal, raising dead characters), but some have a random chance to break instead and can usually be used multiple times. Use these items in a pinch if you need to, but don't use anything you want to keep. Equipment that casts damage spells can be used to preserve a Magician's spell pool during long exploration sessions.
KEY MISSION: Aoi Shrine Investigation











MAP NOTES
As mentioned below, backtracking from the (19x,15y) event is just as many tiles as moving forward along the path, and technically faster if you use the map's Auto-pilot function. I choose to route out the latter because it will make travel faster (via Auto-pilot) for another Mission.


MISSION DETAILS
You can access this Mission at CPA Headquarters as soon as the opening sequence finishes. To take it, go to Mission, select Aoi Shrine Investigation, and choose Yes. When asked if you want a tour guide say Yes if you would like to know what each area of the Academy is for; choosing No skips it with no consequences. You will receive a Unity Gauge refill for accepting the Mission.

When you are ready, go to Return to Classroom > City Map > Gakudo Park > Dispatch > Aoi Shrine Road. Unlike Operation Abyss there are random battles during the first Mission, but most of the enemies are not very hard. Your backrow will not be able to deal physical damage if they are equipped with S range weaponry. If you find yourself only doing 1 damage against certain enemies (Blob) you can cast magic, Run, or use a damaging Unity ability (might want to save it for later) to deal with it. You should be fine, but you might want to avoid any optional static battles, marked as orange triangles with teeth, for now. The red triangle with teeth is required though, so jump into it at (1x,9y) to fight Mantis x2. After you win, continue walking down the path.

Once you reach (9x,15y) watch the scene, then head back to (9x,6y) which you can reach by exploring further or backtracking; both ways have the exact same number of steps. Once you step there you will have to fight Eelvern x3 and Eelvern x3. This is a good opportunity to use a Unity ability, which you can activate by pressing left or right while the first character in your party is selected, then choosing from there. If you have already used it, or missed the free fill when you took the quest, you should still do fine. It will just take a tad longer. After the battle you will automatically exit the dungeon. None of the choices matter. Go to CPA Headquarters > Mission > Aoi Shrine Investigation to turn in the Mission for 100gp and a Unity Gauge refill. Power Recorder will also be restocked in the Development Lab (Development Lab > Issue > All or Tool). These items cost 1000gp and can be used to save your game inside of dungeons, but are one time use only. Try to save them for difficult areas if you can.
MISSION: Space Envoy Contact
You can access this Mission at CPA Headquarters after completing Aoi Shrine Investigation. You can find it in the second Mission List, which is available by pressing left or right when viewing the Key Mission List.

The goal of this Mission is to set up a Crossblood, which is now unlocked. You can do this at CPA Headquarters > Member Application > Change Blood > Character's Name. Select the Blood Code you want as your Main first, then select the Blood Code you want as a Sub. Selecting No Blood at the bottom of the Blood Code selection will remove the character's Crossblood. As mentioned already, you can switch/remove your Blood Codes in CPA headquarters at any time with no penalty, but you cannot change your stats (other than those granted by the Blood Codes). The Crossblood will consume 1/3 of the character's EXP as long as one is on. If the character's main Blood Code has an ability that increases in effectiveness the higher its level then it may be beneficial to leave a Blood Code off of them until they've leveled up a bit as their main, but that's up to you. As a side note, you have to activate your party again with the Formation option in CPA Headquarters after you have messed around with your Blood Codes.

Once you have put a Crossblood on at least one character and activated your party again, turn in the Mission at CPA Headquarters for 100gp and a Unity gauge refill. You will get another Unity Gauge refill when you accept the next Mission, so if you want to take advantage of it use up what you have in Aoi Shrine Road beforehand.
MISSION: Search Curriculum

































MAP NOTES
The maps are ordered by direction, with the entrance at the top map (back).

Because all you have to do is walk south I didn't bother showing a route.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Space Envoy Contact. You will get a Unity Gauge refill for accepting the Mission.

When you are ready go to the City Map > Academy Station > Dispatch > Xth Subway Line. When you enter you will receive the Variant Level Check Mission. Say Yes if you want a tutorial as you go; No skips the extra text with no bad consequences, though you will miss out on a Unity Gauge refill later. You can't get lost, so just follow the path. As a side note to static items in dungeons, for the ones that have a trap you can leave them and search them again for a small chance to increase the Rank of the Code Chip, which is more likely to happen the deeper into the game you get. I wouldn't waste time on it in early game though, as I am not even sure you can take advantage of this trick now. If you activated the tutorial you will get a Unity Gauge refill on the tile just before the static battle. Take advantage of it. The battle is against a Rare Drill.

Once you exit the abyss you will be treated to a scene. Afterwards you will be given the ability to enter the Subway from the Ginza side, though there is no reason to do so now. Return to CPA Headquarters and turn in the Mission for 200gp and a Unity Gauge refill.

As a side note for a future Mission, Curry Care can drop in the Xth Subway Line. It seems like it is pretty rare though, so do not rely on it. Save your Curry Care!
MISSION: Variant Level Check
You get this Mission automatically after entering Xth Subway Line from Academy Station during Search Curriculum. You can finish it inside of any labyrinth by going to your status menu and selecting View Mission > Variant Level Check. It is a repeatable Mission that will always give you the average level of the Variants in the area, but the first time, and the first time only, that you complete it you will get 100gp and a tiny Unity Gauge refill. Because of the refill you might want to save it until after you have drained your Unity Gauge to take full advantage of the reward.

You cannot get the one-time reward for this Mission during the To Abyss Tower Mission, but you can receive it again after that Mission is complete. As a side note, this is only one of two optional Missions for the Main Game.
MISSION: Laboratory Curriculum
You can access this Mission at CPA Headquarters after completing Search Curriculum. Go to Return to Classroom > Development Lab > Contact > Laboratory Curriculum. Say Yes for extra information; No skips it with no consequences. After Kaito gives you a Buckler go to Development > Strip > Sub-disk > All or Shield, select the Buckler and choose Yes to break it down into JA Buckler and MT Metal 1. Go back to Contact > Laboratory Curriculum, then go to Development > Craft > Sub-disk > All or Junk Armor, select the JA Buckler and choose Yes. Show Kaito the crafted Buckler and you will receive an MT Metal 1 and a Gamble Code. The Mission will automatically complete and you will get 200gp and a Unity Gauge refill. You also get to keep the Buckler.

Another way you can finish this quest is to have a JA Buckler and a Buckler already in your inventory and just talk to Kaito three times in a row. He doesn't care if you actually do the work or not.

In case you need to know more about Gamble Codes you use them with the Affix option in the Development Lab. When you put one on a piece of equipment it will randomly change into an item 0 to 3 levels better or worse than what it originally was, or very rarely not change it at all. You can make up to level 40 equipment this way, but not beyond. It is a great way to get powerful equipment early, but remember that characters have to have the same level or above of the item, or be equipped with a Level Passcode in order to use it.
KEY MISSION: New Abyss Research
You can access this Mission at CPA Headquarters after completing Search Curriculum. There are quite a few Contact events, but only a few matter.

Return to the Classroom to get started. After the scene you can do the next events in any order by going to the location > Contact > Talk With Companion: Academy Station, Gakudo Park, Sakura TV, and Classroom. After seeing all four Contact events you will get a call. Go to Tokyo Mid Hills for an automatic event, then head to Sakura TV once more and choose Black Eye. Don't worry if you make a mistake, just choose Contact and try again. Now go back to CPA Headquarters and turn in the Mission for 300gp and a Unity Gauge refill.
KEY MISSION: Aoi Shrine Security


































MAP NOTES
The maps are posted by direction and depth for easier reference. The entrance is in Aoi Shrine Road South, the second map from the top.

If you have access to Enfloat in Aoi Shrine Road North and Gakuto Tunnel Closed Road West you can save some time by floating over the water/Shock Traps. The routes on those maps assume that you do not have Enfloat on yet.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Laboratory Curriculum and New Abyss Research. Make sure you have some Anti-Poison and Anti-Paralysis items before you leave.

When you are ready, go to Aoi Shrine Road in Gakudo Park, where you will receive Memo Coder x3. The next three events must be done in order. Follow the path until you reach (5x,3y) and you will be forced to battle a White Fox. Keep following until (17x,12y) for another battle against White Fox x2. Now turn around and go back the way you came, this time toward (9x,19y) to fight another battle against White Fox x3. After the fight, press forward to go through the wall ahead of you and into Aoi Shrine Road North.

Once in the new area, head north to (9x,16y) and choose "Susanoo-no-mikoto" to reveal a secret staircase leading down. Choosing wrong doesn't have any consequence, so just try again if you mess up. You do not have to search the other shrines to be able to descend.

Once inside Gakuto Tunnel Closed Road West, go to East(1x,15y) to get Enfloat x3, which you can use to cross the water if you do not have a level 3 Magician.

At (18x,15y) you can battle White Fox x3 and a Great White Fox, the Variant you have been chasing. You do not have to defeat it to finish this Mission, but it will disappear once you turn it in. Fight it now if you don't want to miss the event. You can fight them in a later Mission, so don't feel like you have to do it.

The goal is at West(14x,17y), which you can reach by going all the way around from East, through a hidden door, and activating the mechanism at East(2x,16y). After the event, return to CPA Headquarters and turn in the Mission for 500gp and a Unity Gauge refill. Return to the Classroom, then go to Asoba City. What you choose does not matter, but you have to view it before the next Mission is unlocked.
KEY MISSION: Wanted Variant Mission
You can access this Mission at CPA Headquarters after completing Aoi Shrine Security and finishing the scene after it. You'll receive the Eliminate Elder Sahagin Mission after accepting it. If you have been neglecting your equipment since the game started, now is a good time to upgrade your characters. If you don't have any magic users you will probably want to Affix an element to your weapons, because the target is resistant to physical damage. If you have a backrow Physician or Magician you can try and get them equipped with Boomerang (Edge/Knuckle) so they can do a little non-MP related damage in easier battles, which can help out this early in the game. You can buy one in the Issue store for 500gp. Make sure you have Anti-Poison and Anti-Paralysis before you leave. Taking along a Neo Chain (77gp each in the Issue store) can potentially speed things along if you use it in Gakuto Tunnel Closed Road, but is unnecessary. If you are worried about escaping the labyrinth after the target fight, pick up a Return Gate as well if you don't have a level 3 Academic.

Go to Aoi Shrine Road to unlock the Encounter Gauge. The level of the Encounter Gauge effects the average enemy level and increases the potential to be attacked by a new enemy group after finishing a battle. Fighting battles increases it, and running away decreases it. Higher level enemies give more EXP and drop better items, so it is beneficial to keep it high, but if you find yourself struggling Run/Unity Escape to lower the difficulty. Wanted Variants are found in random encounters in certain areas and can come with friends. When you find a Wanted Variant, and have not yet beaten it before, you are given the option to Fight or Leave, with no consequences for leaving other than an Encounter Gauge decrease. The higher your Encounter Gauge is, the more likely you are to run into one. Defeating one for the first time will decrease your Encounter Gauge a significant amount.

One thing to note is that Wanted Variants sometimes drop Soul Tokens. Save these for later.

Head to Gakuto Tunnel Closed Road via the Shrine at Aoi Shrine Road North (9x,16y). You have already been here before, but if you need an outside map for some reason see the Aoi Shrine Security section. Once you have found and defeated an Elder Sahagin return to CPA Headquarters for a Type Pass Code, 400gp, and a Unity Gauge refill.
MISSION: Eliminate Elder Sahagin
You get this Mission automatically after accepting Wanted Variant Mission. It is completed at the same time as that Mission. You can find Elder Sahagin in Gakuto Tunnel Closed Road West and East. Once defeated you will get 600gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map. Defeating Wanted Variants does not remove them as a potential enemy in their territory. Encounters with them after defeating them once will not give you the option to Leave (except during normal Fight/Observe/Leave events), will not decrease the Encounter Gauge after defeating them, and you do not receive another reward.
MISSION: Eliminate Master PD
You get this Mission automatically after completing Wanted Variant Mission. Master PD can be found in the Xth Subway Line. Once defeated you will get 300gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.

I should note that it is possible to find and fight this Wanted Variant before you have this Mission, but it is very unlikely before you have unlocked the Encounter Gauge. There was a bug in the original version of this game that would not allow you to complete this Mission if you killed Master PD before it showed up in your Mission List, which would lock you out of the reward and some Post Game content. I do not know if that bug still exists, but it is best not to take the risk.
MISSION: Seven School Wonders
You can access this Mission at CPA Headquarters after completing Wanted Variant Mission. Return to the Classroom and choose Contact > Meet Up With Tae-hyun, then go to Tokyo Mid Hills. Go back to the Classroom and once again choose Contact > Meet Up With Tae-hyun. Eventually you will have to battle an Arachney. Return to CPA headquarters and turn in the Mission for 300gp and a Unity Gauge refill. Return to the Classroom and choose Contact > To Academy Roof (not optional) and get through the scene to be given the Citizen Rescue Mission automatically, as well as another Unity Gauge refill.
KEY MISSION: Citizen Rescue Mission











MAP NOTES
This is the first dungeon (that I know of) where you can find Hidden Items rarely and randomly as you walk around. Be sure to search any spot where your party senses something. The chance that these items pop up never stops occuring and they respawn. They are not marked on the map because they are random.


MISSION DETAILS
This Mission is given to you automatically after viewing the scene accessable after completing Seven School Wonders. Before you go into the next labyrinth, Affix PL Energy to any weapon on your physical fighters that has a red Par (Paranormal) stat in Variant Affix. You can find PL Energy 1 x3 in Aoi Shrine Road North, and you can buy a limited amount at the Issue shop for 100gp each. If you cannot cover everyone don't worry about it, because you will get an accessory very soon that will have a similar effect. There is an increase in difficulty in the next area, so be prepared. Item quality is also better here, so it's a good spot to grind a little if you can handle the enemies. All that said, don't be afraid to Run.

When you are ready go into Haunted Hospital from the Dispatch option in Hinowa Big City, where you will receive a Himiko Arts 1 accessory. Next, simply make your way to (7x,13y) and you will automatically complete the Mission for 300gp and a Unity gauge refill. Return to CPA Headquarters for a scene.
KEY MISSION: Stalled Subway Rescue











MAP NOTES
Entering from Ginza will save you one whole step, so that is the route shown. It doesn't really matter which direction you choose to enter from.

None of the Passenger's Bodies events are required to finish this Mission. You can skip them all by choosing No if you'd like.

When you do the event at (6x,12y) or (13x,7y) the other one will erase. They are the same event, with the same fight, so you are not missing anything. The battle is against Asian Zombie x3.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Citizen Rescue Mission. You will receive a Unity Gauge refill for accepting this Mission, as well as the Eliminate Ogre Mission.

You can enter Abyss Subway Line from Ginza and Tokyo Mid Hills and there is not much difference between them. Your goal is to get to (9x,5y) and battle Asian Zombie x3, then fight another battle against Asian Zombie x3 and Asian Zombie x2. After you win the Mission will automatically complete for 500gp and a Unity gauge refill. The Abyss Subway Line Mission starts automatically afterward.
MISSION: Eliminate Ogre
You get this Mission automatically after accepting Stalled Subway Rescue. Ogre can be found in the Abyss Subway Line. Once defeated you will get 600gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: Abyss Subway Line

































MAP NOTES
The maps are posted in the order you traverse them.

The route on the first map assumes you are going to the objective directly from the end of the last Mission. The route on the third map starts with the yellow path, continues with the orange path, then ends with the red path. The different colors are only to make it easier to see the order you have to do them in.

The door at (10x,15y) in Abyss Subway Line is not shown on the in game map.

The third map is poorly-done-Nintendo-Power quality because there is no in game map of this area. I didn't have the patience to make it better. Icons in the in-game minimap will turn off and on as you go through the events.


MISSION DETAILS
You get this Mission automatically after completing Stalled Subway Rescue. There is no penalty for exiting the dungeon to rest and restock, so do so if you need to. You will not be able to access the current dungeons for a while once you take the first step into this quest, so now is a good time to grind and update your equipment if you feel like you've been struggling so far. That said, if you have a good party setup you should be fine.

Once you are ready, go to (10x,15y), face east and search (bumping your head into it does not work). Say Yes when prompted to jump into a new area and be forced into a battle against Shadow α x2 and a Shadow α. You will receive an HP recovery afterward and be teleported to another location.

Once you are in the new area your Mission will automatically complete, but you get nothing for it, not even an announcement. There is no map in the new area and you cannot use your Blood Code abilities. When in a fight you can auto-ish battle (S on Keyboards) through them or use Suicide Attack if you have Unity Gauge. The healing and Unity Gauge Refill points on the map are infinite use, so take advantage of them. You have to do the next several events in order, so use the map above to get them all and escape. No matter what you choose during the second event, you will get a Unity Gauge refill. If there is no reaction at an important point, then you Missed a step.
KEY MISSION: To Abyss Tower























































MAP NOTES
The maps are posted in decending order, with the entrance at the top map.

The red tiles with the plus looking shape on them in floors Hei and Tei show the limits of the testing areas.


MISSION DETAILS
You can access this Mission after completing Abyss Subway Line and having access to the Old CPA Headquarters (you will know what I am talking about when you get there). Go to Development Lab > Contact > Talk to ILITH. After a long scene you will eventually get ILITH's Special Training Equipment, which adds 3 levels to all enemies when it is equipped, boss battles included, and a Unity Gauge refill. You now have the To Abyss Tower Mission. If you select the Mission at CPA Headquarters at this point you can ask ILITH some questions, but it is not required. Before you continue, make sure you have at least 4 Enfloat, and a few extras just in case. There are many friendly Variants in the next dungeon, so it makes a good place to change your party's Traits if you need to. There will be a future dungeon that is good for that as well, so don't feel like you have to Trait switch now.

When you are ready, enter Abyss Tower through the Dispatch option at Showa Shinbashi. As you traverse the labyrinth I highly recommend opening the shortcut in Abyss Tower Ko before taking the stairs at Abyss Tower Otsu(9x,2y) to save Enfloats just in case you need to exit the Tower for any reason.

Once you reach Abyss Tower Hei go through a door at (6x,7y) to participate in a test to see if you can find the shortest route. The goal is at (12x,12y), with the shortest route being marked on the map above. If you fail you can try again as many times as you'd like. Before acsending to the next level you can open a shortcut at (9x,4y). There is another "find the shortest route" test in Abyss Tower Tei. Once again, you can see the shortest route on the map above.

At the very start of Abyss Tower Bo you will find an Input Device. Say Yes when prompted and it will ask you a question:
Q. Better than fire, weaker than wind... Reply with the name of my daughter's pet dog.
A. Fubuki
There is no concequence for answering incorrectly, so just try again if you get it wrong. Keep walking around the winding path until you see the Portal at (10x,9y). The boss battle against KIERU can be a little tough depending on your party setup, so make sure you are prepared before you choose Yes to the second question. After the battle the Mission is complete, but once again you do not get an announcement or a reward.

As soon as you are able, buy Riser Decoys, Open Mappers, and Return Gates from the Issue store. You may or may not need them for an upcoming random event that only activates after you have finished this Mission, but better safe than sorry. You can no longer go into Abyss Tower. You can still go into Abyss Subway Line (as well as all the other previous dungeons), but you cannot jump out the door at (10x,15y) again until a later Mission. Another thing is that from now on all dungeons have a chance for random Hidden Items.
Membrane Hall











MAP NOTES
The Soul Token event at (14x,17y) respawns every time you are dragged down here. It is worth it to pick it up if you can.

The route shown is the fastest way to the exit, but you can walk around most static battles. The way to do so is easy if you look at the map. You can't walk around the static battle at (9x,3y) if you decide to go for the Soul Token, and Auto-pilot will not avoid Static Battles in this area.


MISSION DETAILS
After you come back from Abyss Tower you have a small, random chance to activate this event as you walk in any dungeon, even if you have completed it. You will know that you have triggered it when your party says "Uh Oh" and the screen goes white for a moment.

Unlike the last time you were in a Membrane you can use an Open Mapper to access all of your map functions. You can also use Return Gate to exit if you do not want to do it. Loot quality is very good when it first becomes available, but there are some very powerful enemies relative to the first time you could potentially come here. Do not be afraid to run away, which I suggest you do if you get teleported here early and you run into Muramasa★Rabbit (high chance to critical/insta-kill) or Leviathan (can kidnap your party members, evaded with Riser Decoy).

When you reach the exit you will be teleported back to the City Map.
KEY MISSION: 7H, Aoi Shrine
















































MAP NOTES
Maps are posted by direction.

I am not posting how to get to Gakuto Tunnel Closed Road. You should know how to get there already from the Shrine at Aoi Shrine Road North(9x,16y).

The routes shown assume that you are not using Enfloat for speed (which is dangerous against the Wanted Variant anyway). Use it if you want to go faster and avoid Shock Tile damage in Gakuto Tunnel Closed Road East. The routes in Aoi Shrine Heavenly Road North and South are set up to clearly show the event order.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing To Abyss Tower. When you accept it you will automatically accept 7H, Haunted Hospital and Eliminate Psychonation as well. Remember to take a lot of Anti-Poison and Anti-Paralysis with you.

When you are ready, go to Aoi Shrine Road and make your way to Gakuto Tunnel Closed Road East, where an "exit" has appeared at (18x,16y). When you try to use it you will be attacked by White Fox x3 and White Fox x3. They will sometimes summon Vorpal Rabbit x3, as well as other White Foxes. Defeat them and enter the Spatial Rift to reach Aoi Shrine Heavenly Road North. You will be given the Eliminate Tamamo-no-Mae Mission automatically at this point. Do not engage this Wanted Variant if you are floating over water.

I strongly suggest that you use the Return Shrine at North(2x,17y) before you start the puzzle. Doing so will open up a shortcut at Aoi Shrine Road South(9x,11y) (Just touch the Shrine) and will come in handy if you get randomly pulled into Membrane Hall.

The puzzle is simple if you read the Shrine notes in the area, though doing so is not required. You can use the maps above to solve it (the three events must be done in order and correctly), but if you want to understand why it works:

1. "To the Shrine of the Heavenly Gods..." (Our goal)
2. "...12 steps from the rat" (Gate of the Horse is 12 steps south of the Gate of the Rat)
3. "First the Shrine of the Ram and Monkey, then the Shrine of the Heavenly Gods." (Means the Shrine of the Ram and Monkey is Event #1)
4. "To reach the ram and monkey, two and seven" (Means South(2x,7y) is a fake wall)
5. "The purification ceremony is complete. Now from the rat to the horse..." (Means touch the Gate of the Rat first, then walk to the Gate of the Horse)

Once you touch the Shrine of the Ram and Monkey you do not have to touch it again, but if you fail to take exactly 12 steps to get to the Gate of the Horse you will have to start again from the Gate of the Rat. If a mysterious voice doesn't talk to you when you touch the Gate of the Rat then you have not yet touched the Shrine of the Ram and Monkey.

Once you have teleported to South(10x,10y) walk south into the Spacial Rift to go to the Core Floor, then forward a few steps for a battle against Thanatos. They are physically resistant and have a decent amount of HP, so be prepared for a long fight unless you have magic users. After defeating Thanatos the Mission is automatically completed for 1000gp and a Unity Gauge Refill. You cannot use Return Gate yourself in the Core Foor, but you can use it at Soul Rebirth if you have Enfloat or in the Shrine if you exit.

If you finished this Mission before 7H, Haunted Hospital you will get a scene the next time you are in the Classroom. Go to Contact > To Academy Roof. Then go to CPA Headquarters. You can wait until after you have completed 7H, Haunted Hospital and Muramasa Hall to view the scene, but you have to go through it at some point to progress.

As a side note, you can access Soul Rebirth as soon as you enter Core Floor if you have Enfloat. You do not have to fight the boss first. You can read more about them in the Soul Rebirth/Soul Tokens section, which is a few sections down.
MISSION: Eliminate Tamamo-no-Mae
You get this Mission automatically after entering Aoi Shrine Heavenly Road North for the first time. Technically this Mission is received after the two below, but I posted it here because of where it is found. Tamamo-no-Mae can be found in Aoi Shrine Heavenly Road North and South. Do not engage this Wanted Variant if you are floating over water, because they will wipe your buffs and kill anyone who does not have equipment with Float on it (Enfloat magic/item effect is erased). There is a Physician spell that can protect against this (Rank 7 Anti-Default - Level 25) but you are unlikely to be high enough level to have it at this time unless you are a serious powerleveler. Like all Fox variants, they can also steal your money. Once defeated you will get 750gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: 7H, Haunted Hospital




































































MAP NOTES
Maps are posted by direction, with the entrance being on 1F, the third map from the top. You do not have to go to 2F, 3F, or B1F to finish the Mission.

To get to the closed treasure room in 3F you have to fall at (7x,13y) or (8x,13y) in the Dispel/Dark zone area in 4F. There is nothing special about any of the other drops.

There is a chance to get random Paranormal events in this dungeon. Choose Yes when prompted to get goodies; Choosing No erases the event and you get nothing.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing To Abyss Tower. When you accept it you will automatically accept 7H, Aoi Shrine and Eliminate Psychonation as well. Make sure you have PL Energy Affixed to any weapon that needs it before you head in. Restock on Anti-Poison, Anti-Paralyze, and Error Care. Neo Chain can help out for the required grind, but it isn't entirely necessary.

When you enter Haunted Hospital you might want to exit immediately and go to the City Map to automatically get another Mission that takes place in Haunted Hospital 1F. It is not necessary to finish this Mission, and is entirely optional for the Main Game, but you could kill two birds with one stone during the forced grind.

Once you are ready for the Mission, touch the Elevator at 1F(4x,2y) and choose Yes. In order to restore access to the southern Elevator you'll need to defeat 55 Corpse Machine type enemies (Any kind of Parasite). You can kill them on whichever floor you'd like as long as you remain inside the Haunted Hospital, static and random battles both count, and any Parasites you kill before you run away from a battle (if you choose to do so) count as well, but the count will not start until you try to use the southern Elevator. Sticking to 1F will avoid the Wanted Variant. The game does not tell you when you have killed enough, so you have to check the southern Elevator yourself when you think you're done. Access to the southern Elevator on all floors but 4F are restored at the same time. The northern Elevator will remain broken.

If you already know the answer to the puzzle, you can unlock 4F as soon as the Elevator is unlocked, without ever going to B1F. However, if you want to know how to get the puzzle in the first place go to B1F(16x,15y) to find a Supernatural TV. Every time you choose Yes you will have to fight a Midnightmare. While you are in the battle, click the Listen button on the right side of the screen to listen to what the enemy has to say. Eventually it will say "3 1 2 3", which is your hint. This event disappears as soon as you solve the puzzle.

To solve the 4F puzzle, go into the Elevator. Choose 3F, but do not leave the Elevator. Now choose 1F, and once again do not leave the Elevator. Next, choose 2F, still not leaving the Elevator. Finally, choose 3F, then Get Off. You are now on 4F. You do not have to unlock it again.

Follow the route on the map above, or go to (6x,6y), face north, and read the writing that tells you how to traverse the pit area: "N5, E1, N3, W3, N2, E5, S2, E3, N1, E4". The wall at (4x,6y) is fake. Step through the Spatial Rift at (16x,15y) to enter the Core Floor. Do not forget to refresh your magic buffs if you have access to any.

Once in the Core Floor, take a few steps forward to battle X-III Wizar and Walpurgis. Once they are defeated the Mission will be automatically completed for 1000gp and a Unity Gauge refill. You cannot use Return Gate yourself while in the Core Floor, but you can at Soul Rebirth if you have Enfloat, or in Haunted Hospital if you exit that way.

If you finished this Mission before 7H, Aoi Shrine you will get a scene the next time you are in the Classroom. Go to Contact > To Academy Roof. Then go to CPA Headquarters. You can wait until after you have completed 7H, Aoi Shrine and Muramasa Hall to view the scene, but you have to go through it at some point to progress.

As a side note, you can access Soul Rebirth as soon as you enter Core Floor if you have Enfloat. You do not have to fight the boss first. You can read more about them in the Soul Rebirth/Soul Tokens section, which is a few sections down.
MISSION: Eliminate Psychonation
You get this Mission automatically after accepting 7H, Aoi Shrine or 7H, Haunted Hospital. Psychonation can be found in Haunted Hospital 2F, 3F, and 4F. Once defeated you will get 900gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: Atrocious Variant Elimination
This Mission occurs more than once and shows up as Variant Elimination in the Key Mission List. The target is the same, but the location is different.

I want to note that it might be possible that this Mission is given to you randomly and that all of the testing that I did on when they could occur could be coincidence. If you meet the requirements below and have not been given the Mission when you go to the City Map, please let me know so I can fix the information. This is one of two Missions that you do not have to complete to finish the Main Game.


First Time
The first time you are given this Mission will be automatically after entering Haunted Hospital once after accepting 7H, Haunted Hospital (you do not have to complete it) and exiting to the City Map.

Your target is the Soul Rebirth that can be found in a random location at Haunted Hospital 1F, shown with a red boss icon. To give you an idea of the randomness, during my tests to see if there was a pattern to the spawns I saw it at (7x,2y), (2x,6y), (6x,6y), (6x,4y), (2x,10y), (9x,13y), (9x,16y), (1x16y), (5x,18y), (7x,17y), (12x,18y), (15x,15y), (15x,12y), (17x,16y), and (17x,17y), never repeating the same location twice. It's location will randomize again if you reload the floor, so if you have any trouble finding it leave 1F, then come back and try again. Once you find them, they will summon some random enemies which you have to defeat. The Mission is automatically completed after the battle for a reward of 500gp and a Unity Gauge refill.

If you do not complete it before the conditions for the second time are met (I think it is around the time that "7H, Green Museum" shows up, but I forgot to check), this Mission erases to make room for the next one.


Every Time After
To make it happen again you must complete Alice Squad Support, Green Museum Search, and "7H, Green Museum," then go to CPA Headquarters > Contact > Report to the Director (You do not have to accept Space Envoy Cooperation). Finally, go to the City Map.

Once again, your target is the Soul Rebirth which can be found in a random location, only this time the dungeon and floor it appears in is randomized amongst the areas you have unlocked. When you defeat the random enemies it summons, the Mission is automatically completed for a reward of 500gp and a Unity Gauge refill.

In Post Game you receive 1500gp instead.
Soul Rebirth / Soul Tokens
Soul Rebirth is found at Core Floor(5x,9y) (need Enfloat) and can be accessed by progressing 7H, Aoi Shrine and/or 7H, Haunted Hospital. After speaking with Soul Rebirth for the first time you can choose Speak or Give Token. Give Token gives exactly one of your Soul Tokens to it, so you will have to do it multiple times if you have multiple tokens. Tokens given are banked until you choose to exchange them. Speak acts like a Space-time Wave Point in Operation Abyss, with an extra Soul Rebirth option. Select Soul Rebirth > Exchange to swap your banked Soul Tokens for a prize:

1 Soul Token = MT Genome IV
5 Soul Tokens = One randomly chosen Power Source, Wise Source, Mental Source, Vital Source, Speed Source, or Rank Source.
10 Soul Tokens = Type Passcode
15 Soul Tokens = Level Passcode
30 Soul Tokens = Blood Passcode

You might want to save up for a Level Passcode or a Blood Passcode. Level Passcode allows the character using it to bypass equipment level restrictions, which makes it a really strong item (You also get one by finishing 14 Elimination Missions). Blood Passcode allows the character using it to equip every item in the game despite their main Blood Code, which pretty much breaks the game if you use it wisely (You also get one by finishing 21 Elimination Missions).

In case you have forgotten, you can get Soul Tokens as random loot from Wanted Variants and from the respawnable event in Membrane Hall (the random labyrinth).
KEY MISSION: Alice Squad Support
You can access this Mission at CPA Headquarters after completing To Abyss Tower. Go to Development Lab > Contact > Alice Squad Support to be told the first of five random items that are needed. When you have it, go back to Contact > Alice Squad Support (Not Delivery) and give them the item. As expected, you lose the item, but gain another piece of equipment (level 10-13ish). Repeat this process four more times to finish the quest.

If you choose Give Up, the needed equipment will be randomized again (though sometimes it will be the same item...) the next time you talk to them via Contact with no consequences, so do that if you can't find it or don't want to give up the item. Unlike the similar Mission in Operation Abyss, a single turn in does not count as a completion. You will need to do all five for a proper reward. While you can leave this Mission incomplete for a while it is not optional, so you will have to do it as some point to progress later in the story.

Once you have given five items you will be rewarded with a Soul Token, then the Mission will automatically complete for 500gp and a Unity Gauge refill.
KEY MISSION: Muramasa Hall

































MAP NOTES
The maps are posted in descending order for easier reference.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing To Abyss Tower. You get a Unity Gauge refill for accepting, and also receive the Eliminate Arachne Mission. Make sure you have some Anti-Paralyze before you leave.

Head to Muramasa Hall from Asoba City when you are ready. Kaito will give you an Open Mapper item the first time you enter, which you will need to use if you want to access all of your map functions. You only have to use one once and it will work until you leave the dungeon, including between different floors.

There are a lot of quirks to the floors of this dungeon so it is not really worth describing them in detail here when you can simply look at the maps above. The only advice I have to give is to open all of the shortcuts, since they will come in handy in a later Mission. Your goal is to touch the Portal at Muramasa Hall Third Floor(4x,10y). Once you have touched it the Mission automatically completes for 400gp and a Unity Gauge Refill.
MISSION: Eliminate Arachne
You get this Mission automatically after accepting Muramasa Hall. Arachne can be found in the lowest three floors of Muramasa Hall, more frequently in the Second and Third floors. Once defeated you will get 1100gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: 7H, Abyss Line
You can access this Mission at CPA Headquarters after completing Muramasa Hall, "7H, Aoi Shrine", "7H, Haunted Hospital", and watching the scene that unlocks after you beat at least one of the last two Missions mentioned here. Before heading out you might want to buy a few Recovery 1 (20 stock at 1,000gp each at the Issue store) or Recovery Max (5 stock at 3,000gp each). There is also Auto Recovery (10 stock at 500gp each), but I suggest saving those for End Game/Post Game.

I am not providing maps since you should already know where to go. Jump out the door at Abyss Subway Line(10x,15y) and touch the Rise-Core, just like you did for the Abyss Subway Line Mission. The only difference this time is that you can unlock the door (you do not have to fight the boss first), you can exit back to Abyss Subway Line whenever you want to, and the battle is against Fuhrer. Beware its Critical/Instant Death. Unless you have been powergrinding there is probably not much you can do about it at this point other than revive dead characters with items. If you need a list of skills and spells that could be helpful in protecting yourself or recovering against Instant Death: Assassin's Illusion - Level 13, Conjuror's Defense Formation - Level 16 (needs Contracted Variants), Knight's Aegis - Level 13 (can take a death for another character if they don't have Holy Guard) and Holy Guard - Level 19 (Protects the Knight against it), Academic's Range Break spell - Level 25, and Physician's Mana Shield - Level 19 and Recover spell - Level 33. The LUK stat can also help protect characters against the RNG. Once you win the Mission will automatically complete for 1000gp and a small Unity Gauge refill.
KEY MISSION: Hikaru Nanase Security
You can access this Mission at CPA Headquarters after completing 7H, Abyss Line. After accepting, return to the Classroom. There are quite a few Contact events, but only a few matter and this time the game tells you exactly where to go and in what order. First, go to Aoyama Road > Contact > Talk With Companion. Then do the same thing for Tokyo Mid Hills and Ginza, in that order. Once you are finished, turn in the Mission at CPA Headquarters for 500gp and a small Unity Gauge refill. There is an extra scene in the Medical Lab after you complete this, but you do not need to view it to continue progression.
KEY MISSION: Green Museum Search











MAP NOTES
Because this Mission focuses on the rescue I am only providing the relevent map here.

The route shown assumes that you use Enfloat and pick up an Orb Fragment along the way, even though you do not need them for this specific Mission. If you want routes to all of the Orb Fragments, with the location of this Mission's objective included, then look at the "7H, Green Museum" section.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Hikaru Nanase Security. You receive a Unity Gauge refill for accepting, and you will automatically accept Eliminate Siren, Eliminate Death Scythe, and Eliminate Kaiser Raptor. You will need a Curry Care item to finish this Mission. If you have not used any so far, you should have some on you. There are also 10 available for purchace at the Issue store for 100gp each. If you have used up all of the easy ones you can get it as a rare drop in Xth Subway Line. If you plan on collecting Orb Fragments for the next Mission, make sure you have at least one Enfloat, two for the return trip. Don't forget to make sure you have some Anti-Poison.

Go to Tokyo Mid Hills for a scene, then choose Dispatch > Green Museum to enter Zone A and go to A(2x,16y) to battle Master Raptor and High Raptor ♀. When you win you will receive Orb Fragment x2 and automatically accept "7H, Green Museum". Say Yes when prompted to use a Curry Care and you will be given Hachi's Workout Pack, an item that increases enemy levels when equipped by 5, bosses included (stacks with ILITH Device for +8 levels, or Noriko's Badge for +2 levels). The Mission is then automatically completed for 500gp and a Unity Gauge refill.

As a side note, you can collect Orb Fragments (10 total) during this Mission, which will be needed for the next Key Mission, but don't feel like you have to collect them all before you finish this one. Another thing to note is that while you can leave this Mission unfinished while you complete "7H, Green Museum," it is not optional.
MISSION: Eliminate Siren
You get this Mission automatically after accepting Green Museum Search. Siren can be found in Green Museum Zone A. Once defeated you will get 600gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map. If you have defeated all of the Wanted Variants in order up to this point (total of 7) you will also receive a Type Passcode. If not, just keep working on them and you will get it eventually.
MISSION: Eliminate Death Scythe
You get this Mission automatically after accepting Green Museum Search. Death Scythe can be found in Green Museum Zone C. It has Critical/Instant Death capabilities, so watch for it. Once defeated you will get 600gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
MISSION: Kaiser Raptor
You get this Mission automatically after accepting Green Museum Search. Kaiser Raptor can be found in Green Museum Zone F. Once defeated you will get 900gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: 7H, Green Museum

























































MAP NOTES
The maps are ordered by direction in the best way I can do it with Steam Guide constraints. The right most areas of the map, Zone C and Zone F, are posted below the right and center areas of the map. The entrance is in Area A.

The route starts from the entrance and includes the XPD Officer event for the Green Museum Search Mission, even though this Mission technically starts after the first objective of that Mission.

The routes do not show any backtracking and are more for showing where everything is rather than the best way to go about it. This is to keep them from being too confusing and cluttered to look at. The return paths I left out should be pretty obvious looking at the maps, and if you have Call Portal you can speed things up quite a bit. Also, the path shown is one giant loop, so you'll know some of the fastest ways to walk to where you need to be from wherever you are. The orange part of the route shows a fast way to get to the end of the Mission when coming back from the Development Lab if you opened the shortcut to the central area, which is also routed out. You can also walk south and around in Zone E in the same amount of steps.

You can collect the Orb Fragments in any order, but you will need to unlock some doors before you can aquire some of them.


MISSION DETAILS
You can access this Mission at CPA Headquarters after going to A(2x,16y) during Green Museum Search and finishing the battle there. You do not have to complete said Mission to access this one, and you do not have to start this Mission to collect most of the Orb Fragments needed. Make sure you have access to two Enfloat, one for collecting and one for the return trip. The Call Portal spell can also be very useful here. I would save any Call portal items you have for later though.

The first objective is to find all 10 Orb Fragments, which you can collect in any order:
A(7x,0y) = Orb Fragment x1, must fight High Raptor ♂
A(2x,16y) = Orb Fragment x2, must fight Master Raptor and High Raptor ♀ (Official start)
B(3x,15y) = Orb Fragment x1, must fight Baby Raptor x3
C(2x,11y) = Orb Fragment x1 (need B(10x,17y) unlocked)
C(0x,3y) = Orb Fragment x1, must fight High Raptor ♀ x2 and High Raptor ♀ x2 (need B(10x,17y) unlocked)
C(13x,0y) = Orb Fragment x1
D(14x,18y) = Orb Fragment x1, must fight High Raptor ♂ x2 and Master Raptor
D(19x,8y) = Orb Fragment x1 (need E(10x3y) unlocked)*
F(4x,11y) = Orb Fragment x1, must fight High Raptor ♂ x2 and High Raptor ♀ x2 (need F(6x,11y) unlocked)

*After you have picked up the Orb Fragment at D(19x,8y) it would be smart to unlock the shortcut at B(1x,0y).

Once you have all 10, exit the dungeon, go to the Development Lab, and Craft the Orb Fragments into a Green Orb. This item will act as a key to unlock the doors in the center of Green Museum. Take the Orb to B(18x,0y) to descend to the Underground Lake, where you will have to fight Buccaneer. After you win, you can go to the Core Floor via the Spatial Rift to unlock the shortcut there. Return to CPA Headquarters and turn in the Mission for 1500gp and a small Unity Gauge refill.
KEY MISSION: Space Envoy Cooperation


































































MAP NOTES
Maps are posted in descending order for easier reference.

The routes on the first three floors assume you have unlocked the shortcuts and are walking to the fourth floor.

The Purple Dots represent spots that you can fall from above to land on. Due to lack of space and laziness I did not label the staircases on Floors Four, Five, and Six. The Up and Down Icons should be obvious anyway.

The yellow route is to the first objective, the orange route is to the second objective, the pink route is to the third objective, and the red route is to the fourth objective.

Unlocking the shortcut to the 6F Portal will save you some time later, but you do not have to do it now. If you are interested you can see the route to it in the Time Leap Countermeasure section.


MISSION DETAILS
To unlock this Mission you must complete Alice Squad Support, Green Museum Search, and "7H, Green Museum," then go to CPA Headquarters > Contact > Report to the Director. After the Scene you can start the Space Envoy Cooperation Mission in the Key Mission List. You automatically receive Eliminate Daughter Guard when you accept it. Take an Open Mapper along with you. Call Portal can be handy for saving time, but I would stick to the spell. Save any Call Portal Items you have for later.

Go to Muramasa Hall when you are ready. Make your way to the portal at (4x,10y) on the Third Floor to enter the Fourth Floor. It is a good idea to make sure you unlock the Portal shortcut at 4F(10x,10y), which activates the Portal on the First Floor. Use the stairs to get to the Sixth Floor after you have access to the shortcut. Most of the ways are blocked, so you cannot get lost. Step on 6F(10x,15y) to unlock the nearby door. If you choose Yes, Please to the next question a Daughter Guard appears that you can follow to the objectives. It shows up as an Event marker in spots with branching paths, so you can't miss it. It won't guide you back up to the Sixth Floor after reaching an objective, though it should be obvious how to do so from wherever you are. The route it takes is the fastest, which is the same route shown on the maps above. Choosing No Thanks allows you to continue without the Dog with no consequences, and is a bit faster in real time.

You must do the next three events in order, but you can't mess it up so don't worry if you accidentally touch one at the wrong time. Navigate the drop maze and say Yes when prompted at each one: 4F(4x,4y), 5F(15x,15y), 6F(9x,4y). Once that is done, return to 6F(10x,15y). You will be teleported outside. Return to CPA Headquarters and turn in the Mission for 1000gp and a small Unity Gauge refill.
MISSION: Eliminate Daughter Guard
You get this Mission automatically after accepting Space Envoy Cooperation. Daughter Guard Amatsu can be found in Muramasa Hall floors Four through Seven, more often on the Fifth and Sixth Floors. Once defeated you will get 1100gp, a Power Recorder, and a Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: 7H, GHQ Cemetary
GHQ Cemetary













































Catacombs














































Core Floor











MAP NOTES
The maps are posted as close as I can get to their proper direction with Steam Guide restrictions, with the eastern maps of each area below the others in their section. The Side Gate entrance is in GHQ Cemetary South and the Main Gate entrance is in GHQ Cemetary North.

The route assumes you have entered from the Side Gate (South). You can still reach everything from the Main Gate (North), but you will have to walk all the way around, which will take you to the Side Gate anyway. It also assumes you have Enfloat on in the Satan Area before the required spot in Catacombs Central. If you don't, just walk around the water. The route to Satan Area in Catacombs Central is presented in a way that has the least amount of overlap.

The route on the maps will skip a lot of optional content. If you play for story, go where the scenes tell you to go instead. Also, you might want to go out of your way to open shortcuts as you get near them, just in case you need them.

I chose not to show a backtracking route from the Satan Area Bell to Catacombs Central because it really isn't necessary. Simply backtrack the way you came.

Unlocking the staircases via Pressure Plate combinations will keep them open and you will only trigger traps the first time you enter them. The in game map will not show the icons for them when they are unlocked. Simply step on the tiles again to descend.

The ambush events in Jesus Area and Satan Area are all against a single Terror Skull.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Space Envoy Cooperation. You'll also receive "7H, Geomatrix," Eliminate Noble Vamp, Eliminate Derracotta, Eliminate Algol, Eliminate General Borg, and a small Unity Gauge refill. Make sure you have PL Energy on any weapon that might need it. You can pick up a few in the next dungeon if you don't have any. You need at least one Enfloat to finish the Mission. Don't forget to stock up on status curing items. The Call Portal spell can also be very useful here. I would save any Call portal items you have, including the one given to you in this Mission, for later.

Go to Aoyama Road for a scene, then enter the GHQ Cemetary. The Side Gate is closer to your true objectives, but the Main Gate is better if you want to follow the story. No matter which you choose you will get a scene and receive a Call Portal. When you first enter GHQ Cemetary Central from any direction you will get another scene. If you want to solve this little side quest you can find her in a Coffin at Catacombs East(13x,7y)* for a reward of Murphy Clothes (Murph Cloth), Murphy Slacks (Murph Pants), 500gp, and a Unity Gauge refill. It isn't a Mission though, so you don't have to do it.

As you explore the upper portions of the Cemetary there is a random event that can occur multiple times where your party will be shot, dealing light damage to everyone, and you will be attacked by Zombie Murphy and Anglo Zombie x3. They are not too difficult, so just be prepared for it to happen.

I won't spoil anything, so if you are playing for story you might want to follow the scenes instead of jumping straight to the end. You can skip most of the plot by knowing the right Pressure Plate code. These Pressure Plates are littered throughout the Cemetary and unlock staircases in GHQ Cemetary West if you press on them in the right order. Using Call Portal does not interrupt anything. Pressing them out of order results in nothing, and you will have to start again. To figure out the combinations you are given hints that describe the number of trees surrounding the Pressure Plates, with the last combination being the one that goes unsaid, but as I have already mentioned you do not need to view these scenes to open the staircases. The combination that leads to the objective is:

GHQ Cemetary West(17x8y) > GHQ Cemetary West(6x,16y)

There are three others, all leading to a moderate amount of damage and a small room with a Coffin. They are all optional:

GHQ Cemetary North(14x,7y) > GHQ Cemetary West(10x,15y)
GHQ Cemetary Central(15x,7y) > GHQ Cemetary West(14x,16y)
GHQ Cemetary East(2x,15y) > GHQ Cemetary West(18x,15y)

As you follow the correct path from West(6x,16y) you will eventually reach West(2x,10y). Choose Ignore Instructions and head back down into the Catacombs. Keep walking until you reach Satan Area, then make your way to Satan(10x,11y) and ring the Bell twice. Ringing it any other amount results in Shock damage. After that, backtrack to Catacombs Central(10x,10y) and enter the Portal to reach the Core Floor. Take a few steps forward and choose Refuse, Yes (You will take a tiny amount of damage), and Defy Her; choosing anything else will allow you to step away, but you will have to start the conversation over again, and if you Apologize your Unity Gauge will be drained. Choosing the correct responses results in a battle against LXXII Pillar x3 and Joker. It has quite a few tricks, so stay on your toes. If you have a Physician, maintaining Anti-Shuffle is a good idea. Defeating them will automatically complete the Mission for 1500gp and a small Unity Gauge refill.

If you have completed this Mission after "7H, Geomatrix" there will be a required scene the next time you go to CPA Headquarters. Be sure to Rest beforehand. Go to Classroom > Contact > To Academy Roof and Battle HIKARU.

*In Operation Abyss there was a random special event that used a Coffin. It is possible that her location might be randomized as well, and I just happened to get her in the same spot every time. If you check this Coffin and she isn't there, please let me know.
MISSION: Eliminate Noble Vamp
You get this Mission automatically after accepting "7H, GHQ Cemetary" or "7H, Geomatrix". Noble Vamp can be found in GHQ Cemetary Central, West, and East. If you have a Physician, or access to Physician spells, Anti-Shuffle can come in handy. Once defeated you will get 750gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Eliminate Derracotta
You get this Mission automatically after accepting "7H, GHQ Cemetary" or "7H, Geomatrix". Derracotta can be found in Catacombs West and East, underneath the GHQ Cemetary. It always comes in pairs and has Critical/Insta-kill capabilities. Once defeated you will get 750gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Eliminate Algol
You get this Mission automatically after accepting "7H, GHQ Cemetary" or "7H, Geomatrix". Algol can be found in the Jesus and Satan Areas, underneath the GHQ Cemetary. Beware of Exhaustion and Shuffle. Once defeated you will get 1200gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: 7H, Geomatrix













































MAP NOTES
There are many solutions to the Sniper Puzzle in Geomatrix Ψ. I didn't bother to count the tiles.
Don't feel like you have to use my route. Have fun with it.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Space Envoy Cooperation. You also receive "7H, GHQ Cemetary," Eliminate Noble Vamp, Eliminate Derracotta, Eliminate Algol, Eliminate General Borg, and a small Unity Gauge refill. You might want to pick up some Break Decoys from the Issue store before you start, and make sure you have some Anti-Poison, Anti-Paralysis, and ways to heal your entire party from unavoidable damage events. The Call Portal spell can come in handy as well if you misstep, but I would save any Call Portal items for later.

Go to Sakura TV for a scene, then head into the Geomatrix. Go to the portal at Geomatrix Δ(9x,4y) to reach Geomatrix Θ, then walk to Θ(14x,15y) and input DREAD NAUGHT to open the door. If you make a mistake your party will receive Shock damage, but otherwise you can try as many times as you'd like. If you'd like to understand why that is the answer it's pretty simple:

If you search Θ(12x,7y) you will get a hint that points to a basic English cypher, where each letter is given a numerical value based on its position in the alphabet, starting with A=1.
If you search Θ(6x,9y) you will be told the answers in numerical form, which you have to convert into letters using the cypher.
You do not have to read either hint to open the door.

Once the door is open, use the Portal a few steps ahead to warp to Geomatrix Ψ. While you are navigating this area there are three types of events that can occur when you walk in front of an open wall, marked by red lines on the map above: The first is a clicking sound, which occurs while trying to walk down a different path after being shot at, and means you are safe (this one can only happen after the in game explaination of the puzzle). The second is getting shot, which deals light damage to the entire party and acts as a warning. The third only occurs if you try to walk the same direction that you were just shot in, even if you are retreating, and causes the instant death of your entire party. You have to manipulate these events to reach the center of the floor, where the boss is. Using Call Portal onto a tile where you would normally be sniped does not activate the event. There are many solutions to this puzzle, so don't feel like you have to use my route above.

When you have finally reached Ψ(9x,10y) you must battle against Dreadnought. It can dish out quite a bit of damage, but doesn't have much Magic Defense. Once you win the Mission will automatically complete for 1500gp and a small Unity Gauge refill. The door blocking the Portal to the Core Floor also opens, so you can go down there and unlock the shortcut.

If you have completed this Mission after "7H, GHQ Cemetary" there will be a required scene the next time you go to CPA Headquarters. Be sure to Rest beforehand. Go to Classroom > Contact > To Academy Roof and Battle HIKARU.
MISSION: Eliminate General Borg
You get this Mission automatically after accepting "7H, GHQ Cemetary" or "7H, Geomatrix". General Borg can be found in all floors of the Geomatrix. It rarely uses Code Break, which can be negated by having Break Decoys in your inventory. Once defeated you will get 1350gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map. If you have defeated all of the Wanted Variants so far (14), and in the order presented in this guide, you will receive a Level Passcode after the turn in. If not, just keep working on it.
KEY MISSION: 7H, Shinobazu Prison




































































MAP NOTES
In B1F, B2F, and B3F the yellow path leads to the Prison Key and the orange path leads to Kagura River Escape Route. The orange path assumes that you no longer have Enfloat on. Some of the spots on the routes shown are a little slower by a few tiles for the sake of clarity.

As mentioned all the way back at the beginning of the guide, tiles marked with an orange X are pitfall tiles that can not be hovered over with Enfloat. You will always fall when you stand on them.

Purple Dots show the landing spots from the pitfalls.

I did not type out the staircases and where they go in the information sections because I am lazy, it is pretty obvious where they go because the map shows the direction, and it would have made some of the floors cluttered.

The Elevator tiles in Kagura River Escape Route and Prison B5F Death Row Sector are technically ladders(hatches) in game, but they serve the same function and I am too lazy to mess with the Map Key.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing "7H, GHQ Cemetary," "7H Geomatrix," and viewing the scene on the Academy Roof that happens after you have finished both Missions. You'll receive Eliminate Heavenly Maiden, Eliminate Voltrus, and a small Unity Gauge refill for accepting. There will also be some new equipment available in the Issue store. You need at least one Enfloat to finish the Mission, but you might want to have extra just in case. Take an Open Mapper with you. Make sure to restock your status curing items and Riser Decoys. Take along HP restoring items as well, since you will have to deal with Dispel Traps. If you have any equipment with Float on it, it will come in handy, but it isn't necessary if you come prepared. The Call Portal Item can be very helpful as well if you have any. If you are a magic focused party, don't forget that you can use the elemental damage items when silenced.

Go to Shinobazu Prison via Asoba City when you are ready. As you explore, be aware of a random event that will ask if you want to get closer. Choosing No skips the event, and choosing Yes puts you into a battle against Princess Goblin and Hobgoblin x4. The second choice doesn't matter. It isn't too hard, though the Princess Goblin can summon Super Goblins (also not hard) if the fight takes too long.

The first thing you will need is a Key. Using the maps will be easier, but since it is a little awkward here are some text instructions if you need it: While on B1F, carefully make your way around the central wall area until you see the staircase leading down at (10x,9y). Stand to the east of it, then cast/use Enfloat and take two steps to the right, which will take you over a Shock Trap and onto a Water/Pitfall tile. If you want to keep your Enfloat, walk carefully on top of the water until you reach (6x,11y), then go west to Float over another Shock Tile, though you don't need it to finish the Mission from this point on. Next, go to the staircase at B1F(17x,17y) to descend to B2F, then step on B2F(15x,15y) to drop to B3F. Walk south and take the staircases at B3F(17x,2y) and B2F(16x,3y), then step on B1F(17x,2y) and choose Talk to Him to battle Glamorous Maiden x2, Slender Maiden x2, and Master Maiden for a Prison Key. You can now open all of the doors.

Once you have the Key, make your way back up to B1F and step on B1F(19x,10y) to drop to B2F. Walk to the staircase at B2F(2x,17y), then continue to B1F(2x,8y) to drop back into B2F. Drop again at B2F(10x,1y) and B3F(9x,0y) to find yourself in Kagura River Escape Route. You will need an Open Mapper here if you want to use all of your map functions, but the next floor down does not need it if you feel like you can find the ladder at (10x,18y) without using one.

The ladder will take you to B5F, which has a ton of Dispel/Shock Traps and a Wanted Variant lurking around. Make sure to use items, or heal when you are off the Dispel Traps. The Boss fight is at B5F(6x,13y), does not have a Boss marker, and comes after having to wade through a minimum of three Shock Traps. Unless you have Float equipment on every character, make sure to heal up with items before stepping there. You can also walk to (6x,12y) or (7x,13y), use a Call Portal item (not spell, obviously) to get to safety and heal, then Call Portal back for the Boss. You can use magic inside the battle itself, which is against La'Mu'La. They can dish out quite a bit of damage. Watch out for Shuffle. There is also some text that sounds like they have Critical/Insta-kill capabilities... but I couldn't get them to do it, so just be aware that it might be an issue... maybe. Once you win the Mission will automatically complete for 2000gp and a small Unity Gauge refill.
MISSION: Eliminate Heavenly Maiden
You get this Mission automatically after accepting "7H, Shinobazu Prison". Heavenly Maiden can be found in Prison B1F, B2F, and B3F in Shinobazu Prison. She can kidnap, so having Riser Decoys in your inventory is a good idea. Once defeated you will get 900gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Eliminate Voltrus
You get this Mission automatically after accepting "7H, Shinobazu Prison". Voltrus can be found in Prison B5F Death Row Sector in Shinobazu Prison. Make sure you have some Anti-Paralyze. Once defeated you will get 750gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: Time Leap Countermeasure












































MAP NOTES
The maps are posted in descending order for easier reference.

I am not showing the way to the Fourth Floor, because you should already know where to go. Hopefully you took the time to unlock the shortcut Portal on the First Floor, or have access to Call Portal.

The route assumes you have not been to the Portal in the Sixth Floor yet, but if you have already opened the shortcuts go that way instead.

The route shown on the Seventh Floor utilizes pressing the confirm key while on Pressure Plates to open doors. If you follow the route and run into a locked door, use that trick to open it.

There are quite a few solutions to the puzzle on the Seventh Floor, but the route shown is the fastest if you want to go directly to the Mission objective (six steps less than the second fastest route). If you want to unlock the Shortcut Portal along the way it is actually one step slower than said second fastest route, which is touching the pressure plate at 7F(8x,7y), walking through the door it unlocks to reach the one-time-use Mechanism, touching the Shortcut Portal to activate it, and then going to the objective. You can still reach the Mechanism with the route shown though, and the time loss is negligible.

On the Seventh Floor the tiles marked as "Misc" are Pressure Plates on the floor.

The Pressure Plate at 7F(3x,12y) also controls the locked door at 7F(8x,10y), which can also be opened with a nearby Mechanism that you can only use once. It is unlikely it will cause a problem for you during this Mission, but be aware of it just in case.

If you want a map of the Eighth Floor, see Muramasa Hall Finale in the Post Game section


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing "7H, Shinobazu Prison". Remember to restock your items and make sure you have an Open Mapper.

Head back to Asoba City and go into Muramasa Hall, then make your way to the Portal on the Sixth Floor, which is now active.

The concept of the Seventh Floor Puzzle is fairly simple; step on or search (as in pressing the confirm key while standing on it) the Pressure Plates (glowing tiles) to open and close gates. Different circuits exist, and you cannot use Call Portal. Reusing the last switch you have stepped on isn't the only tactic you can use, but it trivialzes the floor. There are some Pressure Plates that will not activate if the doors on their circuit are already open, but there is no reason to close them. You can use your in game map to see what doors are effected by individual Pressure Plates.

As a side note, I strongly suggest touching the Portal at 7F(10x,10y) to open the shortcut to this floor before you finish this area. Taking a step into the Eighth Floor so you can use Call Portal to the get there later is also a good idea. Speaking of, you can explore the Eighth Floor at this time, but you cannot proceed beyond it.

Once you reach 7F(10x,12y) you will get a scene. If you say No you can back out and prepare yourself if you need to; Yes starts a battle against Eelvern x5, Wyrm α x2, and Wyrm β x2. Immediately after you win you are forced into another battle against Watcher x4, Shadow α x2, and a Shadow β. The last battle after that one is against Rune α x2, Rune β x2, and a Wyvern α. The Runes like to summon friends, so watch for that. When you are done with the gauntlet the Mission automatically completes for 2000gp and a Unity Gauge refill. The next time you exit to the City Map you will get a scene, and again at CPA Headquarters.
KEY MISSION: Embryo Elimination













































































MAP NOTES
The maps are in the order you will traverse them. Some of them are a little messy, with a lot of information crammed into tiny spaces. I prefer messy over missing information, so I apologize if they are a tad hard to read.

The route on the Embryo Connection Map is split into three colors to make it easier to read, with yellow being the first part of the path, orange being the second, and red being the third.

In Embryo Shell there are two different paths that take the same amount of steps to get to the central Portal. The route shown is one of them.

In Embryo Core you can do the Boss battles in any order, and you can leave the dungeon in between battles. Don't feel like you have to take them all out in one sitting because of the route.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Time Leap Countermeasure. Wanted Variants aside, this is the last Mission of the Main Game. Saying Yes to the first and second choice will give you a tiny Unity Gauge increase each time; Choosing No does nothing special. You will get a small Unity Gauge refill after the acceptance scene, and automatically accept the Eliminate Rune Ω, and Eliminate Shadow Chaser Missions. There is also a scene asking you to go to the Academy Roof once you go back to the Classroom, but it is optional if you don't care about the story. You need at least one Enfloat to finish the Mission. Make sure you have an Open Mapper and restock on items before you leave, including healing items and Riser Decoys. The Call Portal spell might be a good thing to have, and the Call Portal Item has a good emergency use in the third floor explored.

There is a bit of a difficulty increase in the next two labyrinths, which you will explore back to back, so if you need to grind some levels Muramasa Hall is a decent place to do that. Even if you've had an easy time so far, if your levels are on the low side it might be a good idea to grind a little anyway to better prepare for Post Game, if you want to do it. At least to a point where you can access all of your Main Blood Code's abilities and spells. You can beat the Main Game in your mid to late 20s if you have a good setup and decent equipment, but it can get a little rough.

When you are ready, go to Academy Station and enter Babyl Sphere. While in Babyl IP513 an easy way to tell if you are using the right warp is if you can see two floating blue structures as you look past the warp itself. Babyl IP4097 is a Shift Trap maze, so Call Portal can come in handy if you take a wrong turn. What the hint is trying to tell you is that you want to step on every "Misc" tile to reach the end, and avoid Dark tiles with one exception, but you can still reach the end by avoiding it. I have the exception in the route on the map above. The third part of the hint refers to picking the direction that goes past Spinner Traps along the correct path, but there is no way to see Spinners until you step on them so it isn't very helpful. Babyl IP65536 has a lot of Hidden Doors, One Ways, and Dispel Traps. Banking some Unity Gauge before you enter the Dispel Zone on the left side of the map for Escape can be handy for getting through that area quickly and safely. You can also use a Call Portal Item to leave the area if things get too rough.

Once you enter Embryo Connection you cannot use Return Gate or Call Portal. If you want to go back you will have to walk, so take that into account if you start running low on resources before you reach Embryo Core, which has a Portal to the City Map. Embryo Shell has a lot of One Way Walls and Doors, but it is not difficult to navigate. In Embryo Core you have to defeat six of the 7H members before you can take the Portal to Last Embryo. They have the same attacks as before, it does not matter which order you defeat them in, and you can leave the labyrinth and come back in between battles:
(19x,7y) = Thanatos and Super Goblin x2
(7x,0y) = Walpurgis and Embryo Wizar
(12x,0y) = Fuhrer and High Raptor ♂ x2
(0x,7y) = Buccaneer and Killer Orca x2
(7x,19y) = Joker and LXXII Pillar x3
(0x,12y) = Dreadnought and Buster 2007 x2
Every time you beat a member of 7H and do not already have one, you will get an Embryo Key. Embryo Key is a unique one-time-use item that allows you to use the shortcut Portal in Embryo Connection. Use it in combination with the Portal to the City Map for a quick way to Rest, restock, and return if you need to.

After you have defeated all six, the Portal at (10x,10y) unlocks, opening the path to Last Embryo. If you have not saved your game in a while, now would be a good time. If you like to use Power Recorders, saving in front of the last event marker is a decent idea.

Nothing has changed since the last time you were in Last Embryo, other than the fact that your map has been reset. Leap into the Spatial Rift at (9x,10y) to descend to the Core Hall and battle Kieru and Vanishment. After the battle you will get a full recovery, including a Unity Gauge refill, so there is no reason to hold back. After a long scene you will be forced into another battle against Deus Gear x3 (which can be resummoned) and D.E.M. Do not underestimate D.E.M. It can do several nasty things, such as Exhaustion (as well as other status effects), Kidnap, and Shuffle. It also casts annoying spells like Range Break. An Academic's Default Target spell can take care of any buffs it gives itself. If that wasn't enough, it has a chance to summon a random member of the 7H into the battle. If/when that happens I strongly suggest trying to take down the 7H member as soon as possible to avoid being overwhelmed, unless D.E.M is low on health (you can see it with the Conjuror Evil Eye Skill), in which case focus fire on the main boss. If your damage is high enough it is possible to kill D.E.M before it can summon anything, which is obviously the best case scenario.

Once D.E.M has been defeated you will get the ending cutscene and credits. Afterward the Mission will be completed for 5000gp and a small Unity Gauge refill. As the plot continues you will receive Wizar Cross (Wizard Cross), Wizar Leggings (Wizar Weg), and Wizar Horn. The end of the scene marks the start of Post Game. You will be locked out of Last Embryo at this time (you can still go to the other Embryo areas) and the average level of Variants is increased across all dungeons.

Congratulations on beating the Main Game!
MISSION: Rune Ω
You get this Mission automatically after accepting Embryo Elimination. Rune Ω can be found in Babyl IP513 and Babyl IP65536. I have never run into it in Babyl IP4097, but it is probably there as well. Once defeated you will get 1350gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Shadow Chaser
You get this Mission automatically after accepting Embryo Elimination. Shadow Chaser can be found in Embryo, and it seems more often in Embryo Shell, though that could just be my luck. It can Kidnap, so try and have Riser Decoys in your inventory. The Anti-Default spell can also come in handy if you have access to high level Physician spells. Once defeated you will get 1500gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
KEY MISSION: Mascot Capture Order






















MAP NOTES
The only difference is the new Portal and the target takes the place of the Soul Token spot. Not even sure why I bothered posting maps.


MISSION DETAILS
You can accept this Mission at CPA Headquarters after watching the scene which occurs after watching the game's credits. Restock your status curing items, especially Riser Decoys. You might as well start building your stacks of other Decoy items too if you can afford it, since all but Break Decoy can be purchased in infinite amounts. Recovery 1 and Recovery Max could come in handy, but I still suggest not buying any Auto Recovery yet to preserve it for later. Make sure you have an Open Mapper if you want to use all of your map functions.

There is a jump in difficulty from this point on. If you have a good party setup and play it smart you can still beat this Mission at lower levels, but it will be rough. If you have been struggling you might want to spend some time grinding a bit until you are comfortable with the new enemy levels.

When you are ready enter the Xth Subway Line and walk to the newly formed Portal at (9x,4y) to go to Membrane Hall. The enemies here are still dangerous, even moreso with the level increase. The target can be found where you would normally find the Soul Token at (14x,17y). Step there to fight Muramasa★Rabbit x3 and La'Mu'La. The difficulty here is the Critical/Instant Death capabilities of the enemies, so watch for it. Another thing to be careful of is Shuffle, so keep Anti-Shuffle up if you have access to the Physician spell. La'Mu'La is physically resistant, but their magic defense is not as good.

Once you win, return to CPA Headquarters for 5000gp and a small Unity Gauge refill. The Portal to Membrane Hall disappears.
KEY MISSION: Rescue Hikaru Nanase
You can access this Mission at CPA Headquarters after completing Mascot Capture Order. Make sure you've made your usual preperations, then Return to Classroom > Contact > To Academy Roof. If you choose No to the second question you can back out if you've forgotten anything; choose Yes to continue. After the scene (which gives you a Unity Gauge refill) you will have to fight Deus Gear x3 and D.E.M again. They are stronger, but everything is the same except for the fact that you cannot pre-buff for the fight, so watch for status effects, Kidnap, Shuffle, spells like Range Break (use an Academic's Default Target spell to clear enemy buffs), and random 7H member summoning. Once again, if you can deal enough damage you can kill D.E.M before it Summons anything, but if it does kill the 7H member first to avoid being overwhelmed, unless D.E.M's health is low, in which case focus fire it down. If you have trouble in the first few turns Fast Code + Academic's Range Break spell can help while you take care of your defenses.

Once you have won the battle the Mission is automatically completed for 5000gp and a small Unity Gauge refill. You will get another scene the next time you enter CPA Headquarters. Return to the Classroom and go to Contact > Meet Up With Hikaru to continue that scene. You have to view it to unlock a Mission.
MISSION: Muramasa Hall Finale












































MAP NOTES
The maps are posted in descending order for easier reference.

I am not posting maps showing how to get to the Seventh Floor. You should already know how to get there. Hopefully you unlocked the shortcut in the Portal on the First Floor the last time you were here if you have to walk. Call Portal cannot be used in the Seventh Floor, but you can teleport yourself to the Portal that leads to it on the Sixth Floor, or teleport to the Eighth Floor if you took the Portal there last time.

The path on the Seventh Floor assumes that you unlocked the shortcut and the nearby door. The Pressure Plate at (3x,12y) also controls the door nearby the shortcut, so keep that in mind. If the door at (3x,13y) is already open you do not have to touch the Pressure Plate, but the route assumes that it is closed and takes the extra step.

The route on the Eighth Floor assumes you do not have Enfloat. If you do, just walk over the pitfall tiles at the top of the floor.

On the Ninth Floor there are actually a few different ways you can go along the shortest path and still have the same amount of steps. Red tiles with orange + signs mark the boundry areas for the shortest route tests. I chose to route the path that would be the easiest to reference while playing the game.


MISSION DETAILS
You can access this Mission at CPA Headquarters after completing Rescue Hikaru Nanase. You get the Eliminate Perfect Daughte Mission (yes, it is misspelled in game) for accepting. Don't forget to restock your supplies if you need to and make sure you have an Open Mapper.

Enter Muramasa Hall when you are ready. Your first goal is to get to the Portal at (10x,16y) on the Eighth Floor, which is now usable. There are slippery floor puzzles, but they are pretty simple to pass. The Ninth Floor is another shortest route test. You can follow the map above for one way to do it. If you fail you can try again with no consequences. When you finally reach the Last Floor simply walk north into the event marker to fight Final Daughter and Funnel Daughter x2. After you win, return to CPA Headquarters and turn in the Mission for 900gp and a small Unity Gauge refill.
MISSION: Eliminate Perfect Daughte
You get this Mission (with that spelling) automatically after accepting Muramasa Hall Finale. Perfect Daughter can be found in Muramasa Hall Ninth Floor. She is capable of Critical/Instant Death. Once defeated you will get 1650gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: A Call from Alice
You can see this Mission at CPA Headquarters after completing Rescue Hikaru Nanase and viewing the shopping scene that unlocks afterward (CPA Headquarters > Return to Classroom > Contact > Meet Up with Hikaru), but you can only accept it after you have finished every Elimination Mission up through Perfect Daughte (You do not have to finish Muramasa Hall Finale, but you have to accept it to unlock and finish the required Elimination Mission).

This fight can be pretty tough, and you cannot pre-buff yourself. I strongly suggest making sure you have a full Unity Gauge before you try it. If you have low levels and sub-par equipment this fight may be a good use of Auto Recover items if you didn't already buy them from the Issue store, though keep in mind that Post Game does not end with this Mission. Depending on your party setup you might have to grind out a few levels to be able to finish this fight comfortably.

When you have prepared yourself, go to the Classroom > Contact > To the Locked Classroom to fight Elite Front Liners, Divine Alice, and Elite Back Liners. They can hit really hard, have good defense, and have quite a few annoying tactics, including Shuffle. The enemy loves to buff themselves, so having access to the Default Target Academic spell can be very handy, but keep in mind that they can cast it as well, so you might not want to waste too many turns casting every buff you have. Fast Code + an Academic's Range Break spell can help.

Once you win you will receive Alice's Demon Instructor Bell (Alice's Bell) which raises enemy levels by 7 when equipped and stacks with other level raising equipment, a fancy cutscene, and the Mission will automatically complete for 5000gp and a Unity Gauge refill.

You are not done yet though. Get ready for a grind, because your next goal is to kill 200 individual enemies.
KEY MISSION: 7H Repeat Elimination
You can access this Mission at CPA Headquarters by first completing A Call from Alice, then killing 200 enemies afterward*. You do not have to finish Muramasa Hall Finale. You can fight in any dungeon you'd like, and you can go in and out as you please without consequence, but your party members must deal the killing blow for it to count; if an enemy runs or you make a Contract with it you are out of luck. You will know if you have killed enough if you get a call when you enter the Academy, asking you to report to CPA Headquarters.

This Mission is almost exactly the same as Embryo Elimination, which is why I am not bothering to post maps. Make sure you restock anything you need and have an Open Mapper, then head to Embryo Core through Babyl Sphere, just as you did in the last Mission of the Main Game. When you get there you will have to fight all seven 7H members, which are a tad more difficult but still have the same abilities, to unlock the Portal to Last Embryo, which has rematerialized. Each 7H member is in the same place they were before, with the addition of Shinma and Daughter Guard Shiden x2 at (12x,19y). You still get an Embryo Key when you defeat 7H members, but this time you can get a copy every other kill**.

Once they are all dead go through the now unlocked Portal, then head to the middle of Last Embryo to fight Deus Gear x5 and D.E.M again. There is nothing new to this fight. Watch for status effects, Kidnap, Shuffle, spells like Range Break (use an Academic's Default Target spell to clear enemy buffs), and random 7H member summoning. After you win you will be teleported to Gakudo Park, which will start a short scene. Return to CPA Headquarters and turn in the Mission for 5000gp and a small Unity Gauge refill. You will also automatically accept Eliminate Dinomelo, Eliminate Grand Buster, and Eliminate Wyvern Ω M. The Portal to Last Embryo will disappear again, but the randomized Portals to the Embryo Arcs can now appear in specific dungeons.

*It is possible that this is not the exact unlocking requirement, but in my hours worth of testing this was the only consistant number. It does not count the number of battles (which will be around 50-70 by the time you are done), and despite the game urging you to kill Wanted Variants you do not have to do so to unlock the Mission. If you were able to unlock the Mission and did not meet the 200 kill requirement, please let me know.

**It is possible this was always the case with Embryo Keys, since I did my Main Game testing at such low levels I had to leave the dungeon every two kills. I currently do not have a close save to that Mission due to a slip up on my part, and am a tad too burned out with repeated testing to make my way there again to test it now. If I made a mistake I apologize. That said, you will always get an Embryo Key drop if you do not have one in the Embryo Elimination Mission.

***I could have sworn that this was a repeatable Mission before you enter Lethal Hall when I played the original version, and the game has text that hints that is the case, but I have not been able to get it to repeat. I could be remembering wrong, or have the events of the next official Mission mixed up in my head. If anyone is able to get this Mission again, please let me know.
Embryo Arcs I-IV
Once you have completed 7H Repeat Elimination for the first time, Portals spawn in several locations, leading to one floor dungeons that have a boss inside, though some of those bosses are just a large group of normal enemies. You do not have to do them in their numerical order. The dungeons the Portals are found in are always the same, but their coordinates are randomized and they do not show up on your map, so you will have to search around a bit. If you can't find one, exit and reenter to randomize the location and try again. Bring along Open Mappers if you want to use all of your map functions, as well as all your usual status curing items and Decoys. You will want equipment with Floating on it (not the Enfloat item or spell) and possibly a Return Gate for safety in Arc I, Arc III, and Arc VII. If you need it, the Issue store sells a Float T accessory for 900gp, and a JA Float T for 90g (need MT Fiber x9 and MT Clay x1 to Craft).

Despite needing to complete one (as in killing the boss inside) to continue with Post Game content, these dungeons are not official Missions. Pick one to finish, then return to the Academy to be asked to report in at CPA Headquarters. Do so to access the Embryo Core Accident Mission. Once you have this Mission you can access Portals on the same tiles as the 7H members in Embryo Core, which is an easier way to enter them, though you have to kill the 7H member again, which you have to do for the Mission anyway.

The Embryo Arc section is separated into two sections due to Steam Guide restrictions.



Arc I - Found in Shinobazu Prison/Embryo Core Shinma (12x,19y)











Arc I is the most difficult to traverse, since you must have characters equipped with Floating (The Enfloat item and spell will not work). Characters who are not equipped with Floating will die on the Dispel/Pitall Traps, and there is an unavoidable static battle at the end of the trap hallway. You will want to have as many characters equipped as possble, hopefully with the means to defend themselves as you raise anyone who is dead. You can use magic in the battle itself. Another option is to make the walk with a full Unity Gauge and use Unity Escape in the battle repeatedly until you come across friendly Variants that will hopefully leave when you select Observe (Leave in this instance will push you back into the Dispel/Pitfall tile). Another option, similar to the last, only works if you have not killed Dinomelo and have enough Encounter Gauge to spawn it. Simply step into the battle and hope the Wanted Variant spawns, then choose Leave to erase the battle.

The Boss Battle is against Rock Bit x3, Golden Rock, Clone Yuyu, and Clone Yuyu. Golden Rock hits very hard, so try to have good physical defenses up if you can. He also has an annying multi-angst ability. Pandora's Box Null Special Attack can protect you against it if you have access to it. Clone Yuyu likes to debuff your party, so keep an eye on them.

You can Contract Clone Yuyu, and they are ridiculously powerful if you can manage to keep them (like all Contracts, there are many ways you can lose them). If you want to try for them I suggest going into the battle with a full Encounter Gauge and equipping all three level increasing items (ILITH Device, Hachi's Pack, and Alice's Bell) to make their level around 85. Also equip as much increased Contract success rate Bonus Effect as you can on your Conjuror. If you are using Crossblood for Conjuring a Blood Passcode can be handy. Bringing along a Power Recorder to Save before the fight in case of failure is probably a good idea. If you have low levels it might be a bit of a struggle to stay alive, but when you land the Contract Clone Yuyu can easily finish the battle for you. Keep in mind that Contracting an enemy will not log it into the in-game Variant list if you like to fill those out, but with two of them present in the battle it shouldn't be an issue. You will also fight them again in Lethal Hall.



Arc II - Found in Green Museum/Embryo Core Buccaneer (0x,7y)











Arc II is one of the easiest to complete and takes very little planning. Just remember to stock up on Riser Decoys for the Boss event. An Enfloat can help you avoid a small amount of Shock Trap damage on the fastest route, but if you want to avoid it you can take another route around.

The Boss itself is Death Flipper x3, Eelvern x5, Leviathan, and Killer Orca x2. The only real concern is Leviathan, which is resistant to physical damage and can Kidnap, but with Riser Decoys and Wind damage the encounter is not that difficult.



Arc III - Found in GHQ Cemetary/Embryo Core Walpurgis (7x,0y)











Something to note is that due to a bug in the way the in game maps show Shock Traps you will not see some of the doors. The missing doors have been added to the map above.

You will need an Enfloat to finish this Arc.

The Boss battle is against Reuse Pulsar and Reuse Y Wizar, a copy of the last boss of Operation Abyss' Main Game. It hits pretty hard, Kidnaps frequently, uses Shuffle, and buffs itself. Reuse Y Wizar will also lazer its own Reuse Pulsar sometimes for some reason... not sure if that is a bug or not.



Arc IV - Found in Haunted Hospital/Embryo Core Joker (7x,19y)











The route is split into three sections, with yellow leading to the first door mechanism, orange leading to the second door mechanism, and red leading to the Boss.

The Boss battle is against Code Eraser, Soul Rebirth, and Soul Eater, which is one of the more difficult fights. It is possible that RNG won't work in your favor during the fight, so don't feel too bad if you have to try again. They are capable of heavy damage, Instant Death, Kidnap, Shuffle, buffing, and status effects. They can also summon more Code Erasers and Eraser Grids. Quick Code + Pandora's Box Null Spell/Special Attack can trivialize the fight if you want an easy way to get past it.
Embryo Arcs V-VII
Arc V - Found in Geomatrix/Embryo Core Dreadnought (0x,12y)











The Boss battle is against Replica Feather x3 and Replica Z Wizar, another copy fight from Operation Abyss.



Arc VI - Found in Aoi Shrine Road/Embryo Core Thanatos (19x,7y)











This is one of the easier Arcs to complete. Because going through doors has an increased chance of random battles, the 3x3 door area in the upper right hand portion of the map makes a good spot for grinding. Add a Neo Chain to that and you can level up fairly quickly if you can handle the enemies. The item rank in this area is very good, so if you are looking for high level equipment this is a good place to farm for it.

The Boss battle is against Eraser Grid x3, Muramasa★Rabbit x2, and Code Eraser x4. Other than watching for Critical/Instant Death this fight should be business as usual.



Arc VII - Found in Embryo/Embryo Core Furher (12x,0y)











As mentioned in another section, due to the way Shock Traps are displayed on maps you will not see some doors on the in game map. The map above has them shown.

As far as the route is concerned, the route shown assumes you have Enfloat, but as you can see from the map you do not need it to complete the dungeon. It also avoids all Dispel and Spinner Traps, even if some of them are technically faster, for the sake of simplicity. If you have Call Portal you can save some time backtracking once you have activated the door mechanism. The yellow path leads to the door mechanism, the orange path leads to the warp, and the red path leads to the Boss.

The worst part of the floor is the two Dispel/Pitfall traps, which will kill anyone not wearing equipment with Floating on it, but you do not have to step on them. Still, you might want to have at least one person equipped with Floating, as well as an emergency Return Gate, just in case you make a mistake.

The Boss of this Arc is Clone Akashic, another copy of a boss in Operation Abyss.
MISSION: Eliminate Dinomelo
You get this Mission automatically after completing 7H Repeat Elimination for the first time. Dinomelo can be found in Embryo Arc I, II, IV, and V. It has a tendancy to call enemies and swap rows to stay in the back, so focus fire it down as quickly as you can. Once defeated you will get 900gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Grand Buster
You get this Mission automatically after completing 7H Repeat Elimination for the first time. Grand Buster can be found in Embryo Arc VI. Once defeated you will get 1200gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map. If you have defeated all but one Wanted Variant so far (21 total), and in the order listed in this guide, you will receive a Blood Passcode. If not, just keep working at it.
MISSION: Wyvern Ω M
You get this Mission automatically after completing 7H Repeat Elimination for the first time. Wyvern Ω M can be found in Embryo Arc VII. It always comes with a buddy that protects it with a chance to summon it again when the buddy is defeated, hits hard, is physically resistant, wipes buffs, and can use Code Breaker (avoided by having Break Decoys in your inventory). Once defeated you will get 1500gp, a Power Recorder, and a small Unity Gauge refill the next time you exit to the City Map.
MISSION: Embryo Core Accident
You will be given this Mission automatically after completing one of the seven Embryo Arcs, then entering CPA headquarters. Restock your supplies and make sure you have an Open Mapper.

Once again, you will be heading back to Embryo Core, so I am not posting maps. You should be familiar with how to get there by now. Defeat all of the 7H members again to unlock the Portal at (10x,10y) which has rematerialized... again. This time you get a Soul Token every time you beat a 7H member. You will still sometimes get an Embryo Key after killing them (usually not), and you can also access their Embryo Arc Portal (the list is in the section above) once they are dead.

When you have killed all seven you might want to save. Enter the Portal at (10x,10y) to fight Eraser Grid x3, Code Eraser x3, Soul Eater, and Soul Rebirth. You may have already come across these two if you finished Embryo Arc IV. Like in Operation Abyss it is possible that RNG won't work in your favor during this fight, so don't feel too bad if you have to try again. They are capable of heavy damage, Instant Death, Kidnap, Shuffle, buffing, and status effects. They can also summon more Code Erasers and Eraser Grids. Quick Code + Pandora's Box Null Spell/Special Attack can trivialize the fight if you want an easy way to get past it.

Once you have defeated them you will find yourself in Lethal Hall (which there is no official Mission for). The Mission will automatically complete for 1,000,000gp and a small Unity Gauge refill. You will get a scene the next time you enter the Academy, and another at CPA Headquarters. There will be some high level equipment added to the Issue store which you might want to take a look at if you have a Knight in your party, or are using a Blood Passcode.
Lethal Hall: Battles 1-3











You can access Lethal Hall at the end of the Embryo Core Accident Mission. You should already know how to get there through the Portal at Embryo Core (10x,10y), so I am not posting those maps. The level of the enemies are very high, so if your characters are low level and have subpar gear you will probably struggle a bit, and more likely than not wipe on the 8th group. If you haven't cleared Muramasa Hall and all of the Embryo Arcs yet you might want to do that first for experience, both in level and to get familiar with some of the bosses, but neither are required. If you are looking for an easy clear (until the 8th group) and somehow do not already know about it, Pandora's Box buffs can shut down quite a few of the bosses. Fast Code + Academic's Range Break spell can also come in handy for protecting youself. Your Unity Gauge will be drained after every reward, so an Academic's Brain Spire or Pandora's Box Unity Rating Increase can be good to have. A Knight (pick up the Armor at the Issue store and use a Level Passcode if you need to) using Aegis with Armor Temper can be a huge help if you are underleveled and undergeared. If you have the abilitiy to Inspect (and to cure Fear if it fails) I suggest appraising equipment as you get it. You might get a useful drop along the way.

As far as supplies are concerned, stock up on everything important, including Decoys. Auto Recovery is fantastic if you haven't bought them all already (you will get more as rewards). If you do not have a Magician+Physician or vice versa, thus having limited access to the Pandora's Box spell, you can buy one Pandora's Box item (lv.40) in the Issue store and try to make more with Gamble Codes using level 37-40+ equipment. If you do not have Physician (main or Crossblood) on your magic using characters, buy and craft items that have the same effect as spells for them to use so you don't run out of magic. If you leave the dungeon for any reason you will have to start over from the first battle, but you can cheese it a bit by using Power Recorders in between battles and reloading if things don't go your way (you cannot use Call Portal). You will always get the rewards after the battles, even if you leave and come back. If you are having a hard time you can use the reset to your advantage by taking out the easier battles at the beginning for items and loot, then exiting and reentering the dungeon for more. In terms of EXP and equipment grinding Embro Arc VI is faster, but if you want Soul Tokens Lethal Hall is the way to go.

A quick note about Pandora's Box: Every choice it gives is very good except for the one that increases spell damage. It only seems to increase spell damage for one turn, which only makes it useful if you have a lot of magic users casting damage spells at once. If you only have one or two magic users you will get more overall damage if the character that would use Pandora's Box casts a damaging spell instead. Stick with the Unity Ability for your magic damage increasing needs.

One last thing to note is that all of this advice was written for parties in their mid 30s with average or below equipment. The information can still be applied to parties that are better off, and you will not have to be as careful, or rely on Pandora's Box to survive, if you have been powerleveling and gathering high level equipment. If you choose to do Lethal Hall at low levels I suggest reading through all of this information before you head in so you know what you are up against, or at least take a look at the 8th battle. There is no route on the map, since there is only one way to go.



Battle Group #1
Capture Fly x4, Nipple Bit x4, Clone Nono, and Clone Yuyu
Pandora's Box Null Spell/Special Attack is very helpful if you have it. If you don't, Hit Builder and Defense Down will help combat the physical debuffs. If you can't stand the dodging, magic damage is pretty effective. Capture Fly and Nipple Bit are pretty susceptible to instant death, so the Academic spell Multi-Crush can work pretty well.

Like Clone Yuyu, you can Contract Clone Nono. They are very powerful if you can manage to keep them (You will lose your Contracts the first time you finish the first fight of the 5th Battle Group, but after you witness the scene it will not repeat). As mentioned before, Contracting will not add them to your in game Variant list, but you can fight this battle many times so it shouldn't be an issue. If you want to Contract them, I suggest going into the battle with a full Encounter Gauge and equipping all three level increasing items (ILITH Device, Hachi's Pack, and Alice's Bell) to make their level 100+ (higher with more cycles). Also equip as much increased Contract success rate Bonus Effect as you can on your Conjuror.

When you win the battle you will receive an Embryo Key, Auto Recovery, Recovery Max, and Lean Force 2, but some of your Unity Gauge will be drained. The amount drained after each battle is not consistant. Sometimes it is only a tiny bit, but other times it will drain almost all of it from full. It seems random, and is not linked to how much you have after the battle.



Battle Group #2
Rock Bit x4, Wyvern α, Wyvern β, and Golden Rock
Watch out for Golden Rock's annoying multi-angst ability. Pandora's Box Null Special Attack can put a stop to it if you don't want to deal with it, which will also protect against Wyvern α's annoying Instant Death attack. It also casts debuffs frequently when it is in the back row, which can be prevented with Pandora's Box Null Spell or counteracted by Hit Builder. If you take too long, Golden Rock will start to summon more Rock Bits and Wyverns. Be wary of the amount of damage that will be inflicted during this fight. The Range Break spell can help in a pinch if you need to build your defenses. Like Capture Fly and Nipple Bit, the Academic Spell Multi-Crush works well against Rock Bits. Golden Rock himself is weak to Fire.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Soul Token, but some of your Unity Gauge will be drained.



Battle Group #3
Glamourous Maiden x3, Zombie Murphy x2, Princess Goblin x2, Master Maiden
Watch for Zombie Murphy's Shuffle. Keep Physician's Anti-Shuffle up if you can. Glamourous Maiden and Princess Goblin's Kidnap is also a concern if you did not bring a lot of Riser Decoys. If you have a Conjuror and brought along strong Contracts expect them to be Kidnapped early on, since Riser Decoys are not effective for them (In case you didn't know, killing the kidnapper will bring them back). They will also debuff your party. Pandora's Box Null Spell/Special Attack will trivialize the fight, but it will not stop Kidnap or Princess Goblin's Fart in the Face, which will drain your Unity Gauge. Princess Goblin and Master Maiden can also summon extra Variants into the fight, such as Super Goblin.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Lean Force 2, but some of your Unity Gauge will be drained.
Lethal Hall: Battles 4-8
Battle Group #4
LXXII Pillar x3, Algol, Joker, Scryull
You will probably want +Par weapons or the Himiko Arts I accessory on your physical fighters for this battle. This fight comes with a Wanted Variant. Joker still has the same abilities, so watch out for mass Silence on your magic users, which Error Care and F Error Care items can take care of, but will cost you precious turns. Poison can be an issue as well. I know you are probably tired of hearing about it by now, but Pandora's Box Null Spell will keep you relatively safe. Use it if you have it. Watch out for Shuffle and Default Target. Try to keep Anti-Shuffle and Anti-Default up if you have them. Joker is weak to Fire, if you want to exploit that.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Soul Token x2, but some of your Unity Gauge will be drained.



Battle Group #5
Fight #1: Reuse Pulsar x4, Master Borg x3, General Borg x2, Reuse Y Wizar
More Wanted Variants and a copy of the last boss of Operation Abyss. Both Reuse Y Wizar and General Borg can rarely use Code Break, which you can protect yourself from by having Break Decoys in your inventory. Reuse Y Wizar Kidnaps, uses Shuffle, heals, buffs, and can Silence. General Borg can buff itself as well. Keep Anti-Shuffle up if you have it. Overall, there will be a lot of damage coming in, especially Reuse Y Wizar's "slam into the ground" which can one shot weaker characters, so make sure to strengthen your defenses if you can. It may be worth it to protect low HP/low defense characters with Armor Temper. Range Break can help you while you do that, and Default Target can wipe enemy buffs. This is my obligatory "Pandora's Box is overpowered" statement. Both Reuse Y Wizar and General Borg can summon extra Variants into the battle. Try to end this battle with a decent amount of Unity Gauge if you can.

The first time you win this fight your buffs and Contracted Variants (the devs seem to hate Conjurors) will be wiped in a short scene. Every time after the first your Unity Gauge will be decreased a bit, but your buffs/Contracts will not be wiped. You will always have to fight another battle immediately afterward.


Fight #2: Super Goblin x2, Embryo Wizar x2, Thanatos, and Walpurgis
If this is your first time in the fight it can be tough, since you will not have any buffs/Contracts. If you can, protect yourself with Fast Code + Range Break and cast Armor Temper on your Aegis user, if you have one, until you get your buffs back up. The first turn is the worst, but if you can survive a few rounds you should do fine. As always Pandora's Box Null Spell/Special Attack is a great help against Thanatos and Walpurgis' abilities. They will not protect against Kidnap and Unattractive Wink though, which drains your Unity gauge. Watch out for Thanatos' Instant Death. Embryo Wizars can heal. There is a chance to be effected by Walpurgis' Code Breaker in this battle, which is negated if you have any Break Decoys left. Thanatos is weak to Fire, and Walpurgis is weak to Earth.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Lean Force 2, but some of your Unity Gauge will be drained.



Battle Group #6
EQI Monohorn, Buster 2003 x3, Buster 2007 x3, Dreadnaught
This battle can hurt. Get your defenses up fast and use Range Break to protect yourself while you do it, if you have it. Pandora's Box Null Special Attack/Null Spell/Increase Defense are fantastic, as always. Armor Temper is good, etc, etc, etc. You should probably be used to these fights by now and know what to do. Busters can summon more Busters to the fight, which can be a tad annoying because they protect Dreadnought, and Dreadnought himself can Kidnap. Dreadnought's reactive armor will also protect him from magic damage sometimes, but don't let that deter you from throwing Genesiswork at him if you have a Magician. Dreadnaught is weak to Dark.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Soul Token x3, but some of your Unity Gauge will be drained.



Battle Group #7
Voltrus, Fuhrer, and Buccaneer
Defenses up, Pandora's Box, blah, blah, blah. Voltrus can Paralyze characters. Fuhrer, who can still Insta-kill, and Buccaneer, who can still buff, heal, and Kindnap, have the same abilities they have always had. Fuhrer's Howling Voice will decrease your Unity Gauge, so watch for that. Buccaneer is weak to Wind, so use that to your advantage to take him out first if you have the range, or just use Genesiswork if you have a Magician. Once he, and his healing abilities, is gone the fight shouldn't take much longer. Try to end the fight with as much Unity Gauge as you can.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Lean Force 3, but some of your Unity Gauge will be drained.

If you have any Power Recorders, now would be a good time to use one.



Battle Group #8
Daughter Guard Amatsu x2, Perfect Daughter x2, Shinma, and Final Daughter
This is an incredibly annoying fight that is more about RNG than preparedness and skill (unless you have been powerleveling and/or equipping high level gear, but this is a mid 30s level guide), and is easily the hardest fight in the game at lower levels. It comes with two different types of Wanted Variants accompanying two already powerful bosses. Perfect Daughter, Shinma, and Final Daughter all have access to buff wiping abilities, which will chew through Anti-Default if more than one of them does it in one turn, and there is nothing you can do about it. On top of that, Daughter Guard Amatsus will protect them from many physical attacks. If that wasn't enough, they are all capable of hard hitting physical and magic attacks. Perfect Daughters add to the difficulty by healing, buffing, and using Shuffle, and all of the women still have their Instant Death capabilities. Shinma is weak to Light.

As far as I know, there is no easy way out of this fight with low levels and equipment, even if you can manage to have Fast Code+Range Break up every turn and have access to Pandora's Box (the effects will wipe along with your other buffs). Don't be surprised if you wipe here, or blow through all of the Auto Recoverys you have earned, even if you have had an easy time so far. I found that using magic to bypass the Daughter Guard Amatsus and kill the Perfect Daughters first worked pretty well, but even then you would still have to deal with the RNG. A more loot based solution is if you have a Samurai or two, or a physical focused character with Shura Back Style equipped, and have also had some good equipment drops. Equip a Blood Passcode and a Level Passcode (possibly a Type Passcode as well) on them and load them up with the best evasion equipment you have, including a shield, hopefully reaching 70-80+ total evasion. Usually the Perfect Daughters will shuffle themselves to the front after a few turns, so use that opportunity to use Shura Back Style on them and hopefully take them out. Once they are gone you will still have to contend with the dogs and the two bosses, but it will be much easier. As a side note, in case you didn't already know, the Blood Passcode/Shura Back Style strat works on everything in the game (and Operation Abyss), though enemies inflicted with Faint count as "dead" and will disrupt the chain if it happens.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Soul Token x4, but some of your Unity Gauge will be drained.

If you are doing a low level/equipment run I strongly suggest using another Power Recorder to save after you win.
Lethal Hall: Battle 9 and 10
Battle Group #9
Replica Feather x4, Replica Z Wizar x2, and Clone Akashic
Watch for high damage and Critical/Instant Death. There isn't much to say that I haven't said for the other fights. I suggest using Armor Temper, even if you have Pandora's Box Increase Defense/Null Spell/Null Special Attack. As always, Range Break can help a lot as you build your defenses. Replica Feathers are susceptible to instant death, so you can utilize the Academic spell Multi-Crush if you have it.

When you win the battle you will receive an Auto Recovery, Recovery Max, and Lean Force 3, but some of your Unity Gauge will be drained.

You might as well use a Power Recorder here is you have any, since the last fights are coming up.



Battle Group #10
Fight #1: Hyper Jericho x4, Titania x2, KIERU, and HIKARU
You should know how to protect yourself by now. There is a lot of incoming damage in this battle, including coming from the Titanias. If you have it, try and get Pandora's Box Null Spell up as soon as possible to protect yourself from their Silence inducing Jamming Error. Titania can also Kidnap (hopefully you still have Riser Decoys in your inventory), Shuffle, casts Range Break, and can summon more Hyper Jericho into the battle. Hyper Jericho are susceptible to instant death, so utilize the Academic spell Multi-Crush if you have it. I suggest taking out the Titanias first, if you can. KIERU and HIKARU have the same abilities as they had before, and KIERU loves to heal his allies. Watch for Unity Gauge decreasing abilities. KIERU is weak to Light, and HIKARU is weak to Dark. Try and end this fight with some Unity Gauge to work with for the next battle, which occurs immediately after you win.


Fight #2: Eraser Grid x3, Kieru, and Vanishment
This fight is more of the same: Range Break is your friend, increase your defenses, Pandora's Box is overpowered, etc. etc. If you have made it this far you shouldn't have too many problems. Watch for Kidnap, Instant Death, and beware of heavy physical and magical damage. Vanishment is weak to Light, but Kieru (not in all caps) is not weak to any specific element. Just try to end it with some Unity gauge to work with for the next battle, which you are forced into as soon as you win this one.


Fight #3: Deus Gear x4, Deus Gear x3, D.E.M
There is nothing new to cover. You should be familiar with how to protect your party, as well as the nasty stuff that D.E.M can do. For the sake of completion, D.E.M can induce status effects (including Exhaustion), Kidnap, Shuffle, use spells like Range Break, and summon random 7H members and more Deus Gears. Deus Gears are also capable of status effects and Kidnapping. Deus Gears are NOT susceptable to Instant Death, but they are to other status effects. The hardest part about this fight is the fact that you have to fight two battles in a row to get to it, and then having to clear out the Deus Gears to reach D.E.M if you only have short ranged weaponry to work with. If a 7H member is summoned, take them out first unless D.E.M's health is low, in which case focus fire it down so it cannot summon another one.


After you win you will get an Ω Extension (Ω Ext), an extremely powerful lv.80 Back equipment that doubles as both a Type and Level Passcode, and be warped to the City Map. There is no other in game acknowledgement of your achievement, other than unlocking a trophy. You can do Lethal Hall again if you want, which will now have higher Variant levels, but other than that it is the same thing.

Congratulations on beating Post Game!
Enemies and Weaknesses
This is a list of enemies found in the game and their weaknesses. They are listed in the order they are shown in the in-game Variant list and by Type, though keep in mind that some stronger Variants in their catergory are not weak to a PL Affix, or at least according to the in game bestiary, and I have marked said Variants as such. I have not tested to see if the lack of Type is accurate. If the enemy name does not have an elemental weakness listed then it simply doesn't have one. Enemies weak to Water and Earth also have a small weakness to Light, and enemies with a weakness to Fire and Wind also have a small weakness to Dark. Enemies marked with a O can be Contraced by a Conjuror, and those with an X cannot.



INHUMAN - Urban Terror
Weak to PL Sedative

Goblin: O
Hobgoblin: O
Goblin Pup: O
Super Goblin: X
Princess Goblin: X, Not Inhuman
Sahagin: O
Sahagin Maiden: O
Sahagin Pup: O
Elder Sahagin (Wanted Variant): X, Not Inhuman
Arachney: O, Element=Wind, Weakness=Earth
Areinia: O, Element=Wind, Weakness=Earth
Arachne (Wanted variant): X
Dhampir: O, Element=Earth, Weakness=Fire
Venompire: O, Element=Earth, Weakness=Fire
Vampire: X, Element=Dark, Weakness=Light
Noble Vamp (Wanted Variant): X, Not Inhuman, Element=Dark, Weakness=Light
Siren (Wanted Variant): X
Ogre (Wanted Variant): X
Grey Cat: O
Grey Tiger: O
Slender Maiden: O
Glamourous Maiden: O
Heavenly Maiden (Wanted Variant): X
Master Maiden (Boss): X, Not Inhuman
Prototype Borg: X
Soldier Borg: X
Master Borg: X
General Borg (Wanted Variant): X
Capture Fly (Clone Nono Minion): X
Clone Nono (Boss): O
Nipple Bit (Clone Yuyu Minion): X
Clone Yuyu (Boss): O
Rock Bit (Golden Rock Minion): X
Golden Rock (Boss): X, Element=Earth, Weakness=Fire
Zombie Murphy: X



PARANORMAL - Ectoplasmic
Weak to PL Energy

Freezia: O, Element=Water, Weakness=Wind
Flamia: O, Element=Fire, Weakness=Water
Nightmare: O, Element=Water, Weakness=Wind
Midnightmare: O, Element=Fire, Weakness=Water
Electrocution: O, Element=Light, Weakness=Dark
Trepanation: O, Element=Dark, Weakness=Light
Psychonation (Wanted variant): X
Terror Skull: X
Scryull: X
Algol (Wanted Variant): X, Element=Fire, Weakness=Water
Red Slime: O, Element=Fire, Weakness=Water
Blue Slime: O, Element=Water, Weakness=Wind
Yellow Slime: O, Element=Wind, Weakness=Earth
Green Slime: O, Element=Earth, Weakness=Fire
Fire Element: O, Element=Fire, Weakness=Water
Aqua Element: O, Element=Water, Weakness=Wind
Wind Element: O, Element=Wind, Weakness=Earth
Earth Element: O, Element=Earth, Weakness=Fire
Dark Element: O, Element=Dark, Weakness=Light
Light Element: O, Element=Light, Weakness=Dark
Summon Pillar: O
LXXII Pillar (Joker Minion): X



FAUNA - Creature
Weak to PL Toxin

Vorpal Rabbit: O, Element=Wind, Weakness=Earth
Rare Rabbit: O, Element=Wind, Weakness=Earth
Hell Hound: O, Element=Fire, Weakness=Water
Poison Hound: O
Blob: O, Element=Earth, Weakness=Fire
Poison Blob: O, Element=Earth, Weakness=Fire
Huge Blob: O, Element=Earth, Weakness=Fire
Toad: O, Element=Water, Weakness=Wind
Poison Toad: O, Element=Water, Weakness=Wind
Huge Toad: O, Element=Water, Weakness=Wind
Mantis: O, Element=Wind, Weakness=Earth
Poison Mantis: O, Element=Wind, Weakness=Earth
Rex Scissor: O, Element=Wind, Weakness=Earth
Death Scythe (Wanted Variant): X, Element=Wind, Weakness=Earth
White Fox: O, Element=Fire, Weakness=Water
Great White Fox: O, Element=Fire, Weakness=Water
Tamamo-no-Mae (Wanted Variant): X, Element=Fire, Weakness=Water
Death Flipper: O, Element=Water, Weakness=Wind
Killer Orca: O, Element=Water, Weakness=Wind
Voltrus (Wanted Variant): X
High Raptor ♂: O
High Raptor ♀: O
Baby Raptor: O
Master Raptor: O
Kaiser Raptor (Wanted Variant): X
Dinomelo (Wanted Variant): X
Flying Jelly: O
Red Jelly: O, Element=Fire, Weakness=Water
Blue Jelly: O, Element=Water, Weakness=Wind
Yellow Jelly: O, Element=Wind, Weakness=Earth
Green Jelly: O, Element=Earth, Weakness=Fire



CONSTRUCT - Corpse Machine
Weak to PL Decay

Creeping Drill: O
Heat Drill: O, Element=Fire, Weakness=Water
Frost Drill: O, Element=Water, Weakness=Wind
Hurricane Drill: O, Element=Wind, Weakness=Earth
Gaia Drill: O, Element=Earth, Weakness=Fire
Rare Drill: X, Element=Light, Weakness=Dark
Mega Drill: X, Element=Light, Weakness=Dark
Parasite: O
Red Parasite: O, Element=Fire, Weakness=Water
Blue Parasite: O, Element=Water, Weakness=Wind
Yellow Parasite: O, Element=Wind, Weakness=Earth
Green Parasite: O, Element=Earth, Weakness=Fire
Buster 98: O
Buster 2000: O
Buster 2003: O
Buster 2007: X
Grand Buster (Wanted Variant): X
Terracotta: X, Element=Earth, Weakness=Fire
Derracotta: X, Element=Earth, Weakness=Fire
Imoko Warrior: X, Element=Fire, Weakness=Water
EQI Monohorn: X
EQII Tusk (Always paired with EQII Mammoth): X
EQII Mammoth (Always paired with EQII Tusk): X
Maria Hands (Always paired with Marianne): X
Marianne (Always paired with Maria Hands): X
Asian Zombie: O, Element=Earth, Weakness=Fire
Anglo Zombie: O, Element=Earth, Weakness=Fire
African Zombie: O, Element=Earth, Weakness=Fire
Robo PD: O
Master PD (Wanted Variant): X



MYSTERY - Babyl Force
Weak to PL Nanites

Eelvern: O, Element=Water, Weakness=Wind
Leviathan: X, Element=Water, Weakness=Wind
Rune α: O
Rune β: O
Rune Ω (Wanted Variant): X
Wyrm α: O, Element=Wind, Weakness=Earth
Wyrm β: O, Element=Earth, Weakness=Fire
Wyvern α: X, Element=Light, Weakness=Dark
Wyvern β: X, Element=Dark, Weakness=Light
Wyvern Ω RL (Always paired with Wyvern Ω M): X
Wyvern Ω M (Wanted Variant, Always paired with Wyvern Ω RL): X
Watcher: O
Shadow α: O, Element=Dark, Weakness=Light
Shadow β: O, Element=Light, Weakness=Dark
Shadow Chaser (Wanted Variant): X
Jericho: X
Hyper Jericho: X
Fairy: O
Pixie: O
Titania: X
Daughter Guard: O
Daughter Guard Homura: O, Element=Fire, Weakness=Water
Daughter Guard Fubuki: O, Element=Water, Weakness=Wind
Daughter Guard Hayate: O, Element=Wind, Weakness=Earth
Daughter Guard Fudou: O, Element=Earth, Weakness=Fire
Daughter Guard Shiden: O, Element=Dark, Weakness=Light
Daughter Guard Hikari: O, Element=Light, Weakness=Dark
Daughter Guard Amatsu (Wanted Variant): X
Funnel Daughter: X
Daughter: O
Z Daughter: O
G Daughter: O
Perfect Daughter (Wanted Variant): X
Enemies and Weaknesses
OTHER

Code Eraser: X
Eraser Grid: X
Soul Eater (Boss): X, Element=Dark, Weakness=Light
Soul Rebirth (Boss): X, Element=Light, Weakness=Dark
Muramasa★Rabbit: X
X-III Wizar (Paired with first Walpurgis fight): X
Embryo Wizar (Paired with Walpurgis, except first fight): X
Replica Feather (Replica Z Wizar Minion): X
Replica Z Wizar (Boss): X
Reuse Pulsar (Reuse Y Wizar Minion): X
Reuse Y Wizar (Boss): X
Clone Akashic (Boss): X
Fuhrer (Boss): X
Joker (Boss): X, Element=Fire, Weakness=Water
Buccaneer (Boss): X, Element=Water, Weakness=Wind
Thanatos (Boss): X, Element=Earth, Weakness=Fire
Walpurgis (Boss): X, Element=Wind, Weakness=Earth
Dreadnaught (Boss): X, Element=Light, Weakness=Dark
Shinma (Boss): X, Element=Dark, Weakness=Light
La'Mu'La (Boss): X
KIERU (Boss): X, Element=Dark, Weakness=Light
HIKARU (Boss): X, Element=Light, Weakness=Dark
Vanishment (Boss): X, Element=Dark, Weakness=Light
Kieru (Boss): X
Deus Gear (D.E.M Minion): X
D.E.M (Boss): X
Final Daughter (Boss): X
Elite Front Liners (Boss): X
Elite Back Liners (Boss): X
Divine Alice (Boss): X
Updates
7/22/2017
- Added the Equipment Advice section

7/21/2017
- Added Lethal Hall, completing the guide. Hoorah.
- Added the Enemies and Weaknesses section

7/19/2017
- Added the Embryo Arcs and the last remaining Missions of the game. The only thing that is missing is Lethal Hall.

7/17/2017
- Added the 7H Repeat Elimination Mission.

7/16/2017
- Added the Mascot Capture Order through A Call from Alice Post Game Missions.

7/14/2017
- Finished with all of the Main Game Missions.
10 Comments
_m_a_ 31 Mar, 2023 @ 7:46am 
can i equip items for subclass?
Lets say my member has an "Archer" blood as a subblood. Can i equip him a bow?
If not, it is wise to pick Archer as a main core.
Thanks.
M.V.Petra 24 Feb, 2023 @ 11:37pm 
FYI for anyone coming back to this guide, there's another level lowering badge called Masa's Love Badge or something like that. Not sure how you get it, though, because I can't seem to get either one, but I saw someone else getting it after getting squad wiped and using the "Collection Quest" and reviving all their members.
Aquillion 28 Oct, 2022 @ 4:34pm 
I found Hachi at 18, 14 west. Note that this is one of the coffins you have to fall into a trap to access.
unkn0wnx 26 Oct, 2022 @ 10:30pm 
I find Hachi at Catacomb West 5,6. I searched everyone of them, she was hidden in the last one!
ZakaVtuberTTV 28 Jun, 2020 @ 7:34pm 
Hey there, I just wanted to say thanks for all the hours you put into making these guides for tokyo abyss and babel. I started playing these games a long time ago and while I came to enjoy them a lot there is no doubt if your guides weren't here I would have never finished either of these games. I don't know what sadist designed this mind numbing post game but one way or another I have finally managed to complete everything and call it a day. Lethal hall was a mess and I had a few perma deaths but in the end I won and that is all I care about. Thanks a bunch again.
hatell 13 Jan, 2019 @ 9:49am 
After Call from Alice mission i've killed only about 50 wanted variants. When my s-vice was full by trash from farm i ported back to town and as soon as i came to classroom i've got call from Kaito about new mission. And yes, first time in ambryo ( last mission of main game) you can't get more then 1 embryo key/
hatell 10 Jan, 2019 @ 10:21pm 
Thanks for the guide. At GHQ Cemetary location of Mura really random when you searchin for her. I found her in one of west part coffins (pass to which shouls be unlocked by pressing plate first).
OldGoo 24 Dec, 2018 @ 8:16am 
Thank you very much for your detailed work.
Thenais 9 Dec, 2017 @ 10:44pm 
thanks for the good work
くいる 9 Nov, 2017 @ 5:33am 
many thanks dude for the guide, i feel so mashocist when i playing this game XD really, before i playing this game i played Etrian Odyssey, so i knew it this game will be dark soul difficulty when dunno how to play it properly XD once again thank you for the guide