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I did the hardcore time limit run (5 days instead of 10) by enabling the rewards from the other challenges (more rewards after battles, super-dash unlocked immediately, back-up buff for my team)
5 days is actually very manageable and i still had time to grind a bit, the most important events to take care of, are Benny on day 1, get Subnet dive from Memory Meadow (and super-dash), recruit Quill and get 20 recruits for the alcove. The more efficient you time the factory in the snowlands the better, since Usagi will only give you access to the alcove once the next day starts and for that quest a Plowulf is required. I did lose time grinding one to level 20 otherwise I could have finished in 4 days. So in theory you could make a detour to get the Glyph NPC and plan out some moves to make later encounters much easier (Root Heal is especially nice to have)
For both the limited-time and the Master challenge I figure you could make use of the Gift Machine. Import a code with strong Tamas (their level cap seems to be 34 even if you rebooted them plenty) which is enough to get past Bitcrusher. A Tech that can remove buffs is of immense value here (Knightbreaker from Blockknight for example). This way you can delete the 1000 armor as well as the defense buff of the boss. If you don't want to beeline for the gift machine or ignore it altogether, I imagine it'd be the best if you keep a full party as early as you can, reboot once one reaches max level and let another do the battles. Pick up EXP II upgrades whenever you can and put them on your non-fighting Tamas to get back up to snuff asap. Also try to figure out where the Life Chips are so you can push level caps some more. Dark.ASMs are a blessing for XP so once you obtain the Virus Disc at Access Tundra, it's worth fighting them at every opportunity.
If you play with permadeath on: For the Uthero fights i usually just keep 2 Tamas that serve as sacrifices. Losing against him won't give you a game over but it will kill off the Tama.
I'm still trying to figure out which element would be the best for the mono-run. The first one I did with earth but I ran into some issues especially at the Toy Castle.
Likewise if you think you can reach Hide's base asap, the use of gift codes containing high max level tama of your preferred team can eliminate a large chunk of reboot/breeding downtime. Some of the dark types posses very potent skills like Soul Snatch, once per turn but on the third use will unleash 9999 damage on the opponent, coupled with tama upgrades that grant you some form of survival support and you've got a secret weapon of sorts.
Unary can bypass armour as it's passive, and if evolved also ignores ethereal, allowing you to potentially rush through a complex opponent simply by being a glass cannon.
Red whistles - get that enemy group xp bonus, it helps quite a bit, same for exp cores if you want to push it further, maybe even the fire bear/rat thing I've forgotten the name of in the forest; it's passive is a 50% xp and tech learning boost making it a cheap investment for a team member or reboot/breeding stock to strengthen something else.
Thanks for your response! I would prefer to do it without using the gift machine. So, did you achieve it in five days, relying solely on the extra rewards from challenges? Could you specify which tamas and moves you used early on? If it’s not too much trouble, I’d appreciate an explanation. Thank you! 🎮🔍
The level 20 Shogekun at Rain City would have been a bigger issue if not for the backup-reward allowing me to brute force him and doing Memory Meadow as soon as possible has amazing value to travel more efficiently
Early on I relied on Talfou just killing everything fast enough with a Zapee as backup. I saved and tried to recruit one on the first encounter with 1 battery (reload if it failed). The reason I picked those two are because I wanted a fire Tama to free Yori and Zapee I picked up to repair the trap for the Fairy at protocol forest. Flare Blast helped a lot, good damage and gives you Power-Up. Once at Rainlands, Talfou got rebooted once it hit cap and Zapee took over to deal with the Slimees and the ghosts. I went for Greiwolf right after because the Maids provide very nice XP without being too difficult and the final Carnivory encounter was fairly easy for a fire tama. Talfou also helps with the robot boss when you recruit Foster and Widget as well as the sewer encounter when you try to enter Rain City iirc.
The one Tama I relied on the most towards the end was Kobou/Kobalith (The str evolution). It takes like 51 Str for it but the bulk, TP pool, along with hard hitting techs like Titanium Cannon and Metal Moon Blast really helped. For harder fights, status effects like Burn and Poison helped but at the same time I felt like I could have done better. Freeze as a status feels very powerful but I didnt try an ice run yet. What's definitely important are upgrades, totems are huge value for whichever element you pick.
As VecnaWard said, starting the mono-run with Machine gives you a huge edge thanks to Squaire and Blockknight steamrolling early on. Being weak to elec/fire should not be a big deal in theory. Smolder at Toy Castle could be an issue but Machine does have access to Earth techs so it evens out. The Tama you get from Snek in Sungear Castle looks extremely strong but I haven't properly explored either.
For the Anode Master run I will probably complete the tech dex first to see whats available at what point and take it from there. It's pretty fun how many things the game gives you to play with and the challenge modes really add to it
As for types, lets see:
Fire beats nature and mechanical, but loses to water and earth
Electric beats wind and water, and maybe metal?
Nature beats earth
Earth beats wind
and Wind beats nature (a triangle there)
Null I think cancels itself out (like dragon)
...yeah this is rather more intense than I thought, and I only collected about half of the Tamas around. Talfou really is a good pick for those that want quick wins, and I feel one of the Sapples (natural or Dark) can really elevate your team composition with their higher end move sets. Probably to help cover for those earth nasties that could body the Talfou line real quick.