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Amazones.com CEO Crisis - Walkthrough

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Introduction

  • Assist the CEO of Amazones.com in a rush to deliver packages to dangerous clients!
  • This is a tower event, similar to the Setsubun / Hot Springs event, where a series of quests are undertaken that have rewards upon reaching various checkpoints (every 5 quests).
  • The primary mechanic of this event is that Servants that undertake a delivery become Exhausted, meaning they cannot be taken for another Event Quest for a period of time until they recover. The base recovery time is below:
    • Recovery Time: 6 Hours
    • Recovery Time (Rider Class): 5 Hours
  • Recovery can be sped up by placing Servants in Relaxation Facilities:
    • Recovery speed is 200% of base (3 hours, or 2.5 hours for Riders).
    • For facilities a Servant has special affinity with, recovery speed is 300% (2 hours, or 1h40min for Riders).
  • Importantly, a minimum of 3 Servants must be brought to each quest.
  • In addition, Support Servants are unavailable for the Delivery/Tower Quests.

General Tips

  • Generally, enemies are in only one or two waves, so bringing a strong AoE Servant with Class Advantage and some starting NP Gauge CEs/Support can make quick work of most quests. The rest of the lineup can be filled as desired for bond EXP or with whatever is minimally required to clear the quest.
  • Save the stronger ST Servants for the boss encounters, which tend to happen every 10 floors for the larger encounters (a miniboss is present every 5 floors generally).
  • Event Bonus CEs will provide bonus Bond EXP, making this a good opportunity to increase Bond Levels for Servants!

Walkthrough (TL;DR)

Walkthrough TL;DR

The below is a summary of the general flow of the event. The more detailed walkthrough provides information about enemies / gimmicks to expect from each quest.

Overall, this event is extremely straightforward, where Masters clear a series of quests lined up in sequence (a total of 200 of them), with the main source of difficulty being that Servants used will become "Fatigued" and cannot be used for Event Quests for a period of time, forcing the player to cycle through their Servant roster if wishing to clear the event quickly.

General Daily Event Flow:

1) Complete Main Quests available.

2) Clear Delivery Quests 1 - 50.

3) Complete Main Quests available.

4) Clear Tower Quests 1 - 50. Obtain Holy Grail here! Below steps are optional for getting 4* Fous and additional rewards

5) Complete Main Quests available.

6) Clear EX Tower Quests 1 - 100.

A mini at-a-glance summary of the enemy types for each floor can be found below.

Quest Quick View Table

  • There are 3 quest series:
    • Delivery Quests (1-50)
    • Tower Quests (1-50)
    • EX Tower Quests (1-100)
  • The below shows rewards from each section + enemy classes for each floor in a quick view, to help Masters plan out which Servants to bring.
  • Red backgrounds indicate battles that have an enemy that uses a special skill or effect/gimmick.
1) Delivery Quests
Total Rewards (Delivery Quests)
3
6
6M
70
1
3
170
7
4
2
2
5
2
2
2
2
3
7
2
2
3
2
3
3
3
6
6
3
3
3
3
F 1 2 3 4 5 6 7 8 9 10
1-10
Gold Lancer
Gold Saber
Gold Rider
Gold Archer
Gold Lancer
Gold Berserker
Gold Assassin
Gold Caster
Gold Berserker
Gold Assassin
11-20
Gold Berserker
Gold Lancer
Gold Saber
Gold Assassin
Gold Saber
Gold Berserker
Gold Rider
Gold Caster
Gold Archer
Gold Berserker
Gold Caster
21-30
Gold Saber
Gold Lancer
Gold Caster
Gold Assassin
Gold Rider
Gold Berserker
Gold Saber
Gold Archer
Gold Rider
Gold Caster
31-40
Gold Archer
Gold Assassin
Gold Lancer
Gold Assassin
Gold Berserker
Gold Rider
Gold Caster
Gold Lancer
Gold Saber
Gold Caster
41-50
Gold Berserker
Gold Lancer
Gold Caster
Gold Berserker
Gold Rider
Gold Archer
Gold Lancer
Gold Saber
Gold Assassin
Gold Caster
Gold Assassin
2) Tower Quests
Total Rewards (Tower Quests)
1
3
5
110
4M
1
1
1
70
7
4
1
2
2
2
2
3
5
5
10
5
7
2
3
3
2
3
3
2
3
3
3
3
3
3
3
3
3
3
3
3
F 1 2 3 4 5 6 7 8 9 10 EX
1-10
Gold Archer
Gold Assassin
Gold Archer
Gold Berserker
Gold Rider
Gold Archer
Gold Caster
Gold Lancer
Gold Rider
Gold Saber
Gold Berserker
11-20
Gold Caster
Gold Saber
Gold Archer
Gold Lancer
Gold Saber
Gold Berserker
Gold Assassin
Gold Rider
Gold Caster
Gold Rider
21-30
Gold Lancer
Gold Assassin
Gold Saber
Gold Berserker
Gold Assassin
Gold Archer
Gold Caster
Gold Rider
Gold Berserker
Gold Archer
31-40
Gold Berserker
Gold Saber
Gold Assassin
Gold Lancer
Gold Caster
Gold Saber
Gold Archer
Gold Rider
Gold Caster
Gold Lancer
Gold Archer
41-50
Gold Assassin
Gold Archer
Gold Rider
Gold Saber
Gold Berserker
Gold Saber
Gold Caster
Gold Berserker
Gold Lancer
Gold Rider
Gold Berserker
Gold Berserker
Gold Caster
Gold Archer
Gold Rider
Gold Berserker
Gold Lancer
Gold Rider
3) EX Tower Quests
Total Rewards (EX Tower Quests)
55M
1130
3
4
3
2
1
2
60
9
9
7
6
9
8
3
5
7
5
5
5
5
15
15
10
10
10
6
8
5
8
4
5
6
6
6
2
8
8
9
6
5
6
3
3
3
3
3
3
3
F 1 2 3 4 5 6 7 8 9 10 EX
1-10
Gold Archer
Gold Assassin
Gold Archer
Gold Berserker
Gold Assassin
Gold Caster
Gold Lancer
Gold Rider
Gold Saber
Gold Avenger
Gold Rider
Gold Caster
11-20
Gold Caster
Gold Saber
Gold Archer
Gold Lancer
Gold Caster
Gold Berserker
Gold Assassin
Gold Rider
Gold Caster
Gold Berserker
21-30
Gold Lancer
Gold Assassin
Gold Saber
Gold Berserker
Gold Lancer
Gold Archer
Gold Caster
Gold Rider
Gold Berserker
Gold Alter Ego
Gold Rider
Gold Berserker
31-40
Gold Berserker
Gold Saber
Gold Assassin
Gold Lancer
Gold Rider
Gold Saber
Gold Archer
Gold Rider
Gold Caster
Gold Foreigner
Gold Berserker
41-50
Gold Assassin
Gold Archer
Gold Rider
Gold Saber
Gold Archer
Gold Caster
Gold Berserker
Gold Lancer
Gold Berserker
Gold Rider
Gold Caster
Gold Berserker
Gold Archer
Gold Rider
Gold Caster
Gold Ruler
51-60
Gold Archer
Gold Saber
Gold Berserker
Gold Rider
Gold Saber
Gold Lancer
Gold Rider
Gold Caster
Gold Rider
Gold Assassin
Gold Berserker
61-70
Gold Lancer
Gold Caster
Gold Saber
Gold Assassin
Gold Caster
Gold Berserker
Gold Lancer
Gold Archer
Gold Rider
Gold Archer
Gold Ruler
Gold Caster
Gold Assassin
71-80
Gold Lancer
Gold Archer
Gold Berserker
Gold Caster
Gold Saber
Gold Rider
Gold Berserker
Gold Assassin
Gold Berserker
Gold Caster
Gold Saber
Gold Assassin
81-90
Gold Lancer
Gold Archer
Gold Saber
Gold Assassin
Gold Lancer
Gold Caster
Gold Rider
Gold Berserker
Gold Assassin
Gold Berserker
Gold Berserker
Gold Caster
Gold Rider
91-100
Gold Caster
Gold Berserker
Gold Saber
Gold Berserker
Gold Assassin
Gold Berserker
Gold Archer
Gold Lancer
Gold Archer
Gold Berserker
Gold Lancer
Gold Rider
Gold Assassin
Gold Saber
Gold Archer

Relaxation Facilities

  • Facilities speed up recovery by 200%:
    • 3 hours for non-Rider Servants
    • 2.5 hours for Rider Servants
  • If a Servant has compatibility with a facility, recovery is sped up by 300%:
    • 2 hours for non-Rider Servants
    • 1h 40m for Rider Servants
  • Note that the first facility, the "Relax Space", does not have any Servants that have special compatibility.

Unlock Conditions

  • Break Room: Unlocked at the start
  • Spa Room: Clear Delivery #10
  • Dessert Bar: Clear Delivery #20
  • Gym: Clear Delivery #30
  • Reading Room: Clear Delivery #40
Facility Servant Compatibility
Class Bonus Servants
Gold Saber
Gold Archer
Gold Lancer
Gold Rider
Gold Caster
Gold Assassin
Gold Berserker
Gold Ruler
Gold Avenger
Gold Alter Ego
Gold Mooncancer
Gold Foreigner
Gold Shielder
Class Bonus Servants
Gold Saber
Gold Archer
Gold Lancer
Gold Rider
Gold Caster
Gold Assassin
Gold Berserker
Gold Ruler
Gold Avenger
Gold Alter Ego
Gold Mooncancer
Gold Foreigner
Gold Shielder
Class Bonus Servants
Gold Saber
Gold Archer
Gold Lancer
Gold Rider
Gold Caster
Gold Assassin
Gold Berserker
Gold Ruler
Gold Avenger
Gold Alter Ego
Gold Foreigner
Gold Shielder
Class Bonus Servants
Gold Saber
Gold Archer
Gold Lancer
Gold Rider
Gold Caster
Gold Assassin
Gold Berserker
Gold Ruler
Gold Avenger
Gold Alter Ego
Gold Mooncancer
Gold Shielder

Walkthrough Part 1- Delivery Quests (1-50)

Walkthrough - Delivery Quests (1-50)
# Quest Notes Enemy Classes
1

Prologue-1
(0 AP)
Story only. None
2

Prologue-2
(5 AP)
This battle automatically ends in 5 turns or after breaking the boss's first HP bar (Berserker with 1.1M HP). Gold Berserker
3

Prologue-3
(0 AP)
Story only.
Delivery Quests will unlock!
Delivery Quests will cause Servants to become Exhausted, during which Servants have a period of recovery time before they can be sent on another Delivery Quest.
Servants can be placed in the rest facilities to help them recovery more quickly. A minimum of 3 Servants must be deployed for each quest, and Supports are unavailable. See Relaxation Facilities for how facilities and recovery work.
None
4

Delivery 1
(1 AP)
One wave with three Lancers (15-59k HP). Gold Lancer
5

Delivery 2
(1 AP)
One wave with three Sabers (32-45k HP). Gold Saber
6

Delivery 3
(1 AP)
One wave with three Riders (16-78k HP). Gold Rider
7

Delivery 4
(1 AP)
One wave with three Archers (33-48k HP). Gold Archer
8

Delivery 5
(1 AP)
Two waves of all Lancers, the first with three (14-17k HP), and the second with two mobs and a Servant (24-79k HP). Gold Lancer
9

Delivery 6
(1 AP)
One wave with three Berserkers (33-57k HP). Gold Berserker
10

Delivery 7
(1 AP)
One wave with three Assassins (21-84k HP). Gold Assassin
11

Delivery 8
(1 AP)
One wave with three Casters (33-59k HP). Gold Caster
12

Delivery 9
(1 AP)
Two waves of all Berserkers, the first with three (14-20k HP), and the second with two mobs and a larger enemy (24-99k HP). Gold Berserker
13

Delivery 10-1
(1 AP)
One wave with two smaller Assassins (24-25k HP) and an Assassin boss (230k HP). The smaller Assassins' NP is an extra attack rather than their normal NP. Gold Assassin
14

Delivery 10-2
(0 AP)
Story only.
Unlocks the Spa Room facility.
None
15

Delivery 11
(1 AP)
One wave with three Berserkers (22-92k HP) Gold Berserker
16

Delivery 12
(1 AP)
One wave with three Lancers (38-58k HP) Gold Lancer
17

Delivery 13
(1 AP)
One wave with three Sabers (19-102k HP) Gold Saber
18

Delivery 14
(1 AP)
One wave with three Assassins (42-62k HP) Gold Assassin
19

Delivery 15
(1 AP)
Two waves of all Sabers, the first with three (13-22k HP), and the second with two mobs (24-37k HP) and a Servant (115k HP). The Servant starts the wave by buffing the enemies' ATK. Gold Saber
20

Delivery 16
(1 AP)
One wave with three Berserkers (48-75k HP) Gold Berserker
21

Delivery 17
(1 AP)
One wave with three Riders (22-113k HP) Gold Rider
22

Delivery 18
(1 AP)
One wave with three Casters (45-62k HP) Gold Caster
23

Delivery 19
(1 AP)
Two waves with three Archers each (10-135k HP). Gold Archer
24

Delivery 20-1
(1 AP)
A Berserker (208k HP) and Caster (169k HP). The Berserker has no NP bar, but while it's alive, it has a chance to Charm a random frontline Servant every turn. Gold BerserkerGold Caster
25

Delivery 20-2
(0 AP)
Story only.
Unlocks the Dessert Bar facility.
None
26

Delivery 21
(1 AP)
One wave with three Sabers (20-116k HP) Gold Saber
27

Delivery 22
(1 AP)
One wave with three Lancers (48-63k HP) Gold Lancer
28

Delivery 23
(1 AP)
One wave with three Casters (19-124k HP) Gold Caster
29

Delivery 24
(1 AP)
One wave with three Assassins (43-64k HP) Gold Assassin
30

Delivery 25
(1 AP)
Two waves, the first with three Riders (15-16k HP) and the second with three Riders (28-120k HP). The boss Rider in the second wave will start by decreasing ATK for the frontline by 50%. Gold Rider
31

Delivery 26
(1 AP)
One wave with three Berserkers (51-69k HP) Gold Berserker
32

Delivery 27
(1 AP)
One wave with three Sabers (21-117k HP) Gold Saber
33

Delivery 28
(1 AP)
One wave with three Archers (45-68k HP) Gold Archer
34

Delivery 29
(1 AP)
Two waves of all Riders, the first with three (14-21k HP), and the second with two mobs (21-26k HP) and a larger enemy (131k HP). Gold Rider
35

Delivery 30-1
(1 AP)
A single wave of five Caster mobs (30-57k HP) with a Caster Servant (166k HP) who starts on the front line.
The Caster starts by applying Target Focus on one of its allies.
On the 2nd and 4th turns, the Caster Servant will gain an extra NP bar tick.
Gold Caster
36

Delivery 30-2
(0 AP)
Story only.
Unlocks the Gym facility.
None
37

Delivery 31
(1 AP)
One wave with three Archers (27-105k HP) Gold Archer
38

Delivery 32
(1 AP)
One wave with three Assassins (48-68k HP) Gold Assassin
39

Delivery 33
(1 AP)
One wave with three Lancers (25-114k HP) Gold Lancer
40

Delivery 34
(1 AP)
One wave with three Assassins (44-71k HP) Gold Assassin
41

Delivery 35
(1 AP)
Two waves of all Berserkers, the first with three (11-17k HP), and the second with two mobs (26-35k HP) and a Servant (167k HP). Gold Berserker
42

Delivery 36
(1 AP)
One wave with three Riders (44-74k HP) Gold Rider
43

Delivery 37
(1 AP)
One wave with three Casters (24-115k HP) Gold Caster
44

Delivery 38
(1 AP)
One wave with three Lancers (45-75k HP) Gold Lancer
45

Delivery 39
(1 AP)
Two waves of all Sabers, the first with three (15-21k HP), and the second with two mobs (26-30k HP) and a larger enemy (123k HP). Gold Saber
46

Delivery 40-1
(1 AP)
Two waves of Casters, the first with three (12-20k HP), and the second with two smaller mobs (23-29k HP) and a break bar Caster Servant (125k, 175k HP). On break, the Caster buffs ATK and DEF for all allies (except self) . Gold Caster
47

Delivery 40-2
(0 AP)
Story only.
Unlocks the Reading Room facility.
All facilities are now unlocked!
None
48

Delivery 41
(1 AP)
One wave with two Lancers (25-31k HP) and a Berserker (127k HP). Gold BerserkerGold Lancer
49

Delivery 42
(1 AP)
One wave with three Casters (48-72k HP) Gold Caster
50

Delivery 43
(1 AP)
One wave with three Berserkers (33-114k HP) Gold Berserker
51

Delivery 44
(1 AP)
One wave with three Riders (48-74k HP) Gold Rider
52

Delivery 45
(1 AP)
Two waves of Archers, the first with three (19-24k HP), and the second with two smaller mobs (35-39k HP) and a Servant (109k HP). On entry, the Servant will decrease Charm Resist for all frontline Servants by 80%. Gold Archer
53

Delivery 46
(1 AP)
One wave with three Lancers (43-77k HP) Gold Lancer
54

Delivery 47
(1 AP)
One wave with three Sabers (27-111k HP) Gold Saber
55

Delivery 48
(1 AP)
One wave with three Assassins (47-77k HP) Gold Assassin
56

Delivery 49
(1 AP)
Two waves of Casters, the first with three (15-19k HP), and the second with two smaller mobs (26-31k HP) and a larger enemy (136k HP). Gold Caster
57

Delivery 50-1
(1 AP)
One wave with four Assassin Servants (72-157k HP). When the battle starts, one of the Assassins has a chance to charm a random frontline Servants.
The enemy Assassin that comes in from the backline gains MAX NP Gauge at the start of every turn, although they have a chance to stun themselves for a turn as well.
Gold Assassin
58

Delivery 50-2
(0 AP)
Story only.
Congratulations, all deliveries are done! But it's not over yet; a 50-floor tower awaits!
None

Walkthrough Part 2 - Tower Quests (1-50)

Walkthrough Part 2 - Tower Quests (1-50)
# Quest Notes Enemy Classes
59

Main
(0 AP)
Story only.
New Tower Quests will unlock!
As before, the fatigue mechanic still works the same way, although now all the facilities have already been unlocked and are still available. Completeing this tower will unlock the limited Costume and the Holy Grail for the Event.
None
60

Tower 1
(1 AP)
One wave with three Archers (29-113k HP) Gold Archer
61

Tower 2
(1 AP)
One wave with three Assassins (49-77k HP) Gold Assassin
62

Tower 3
(1 AP)
One wave with three Archers (22-124k HP) Gold Archer
63

Tower 4
(1 AP)
Two waves of all Berserkers, the first with three (20-34k HP), and the second with two mobs (31-52k HP) and a larger enemy (95k HP). Gold Berserker
64

Tower 5
(1 AP)
Two waves, the first with two Archers (16-17k HP) and a Rider (23k HP), and the second with two small Archer and Rider mobs (30-43k HP) and a Rider Servant (124k HP).
Be wary that when the 2nd wave starts, the frontline will have 50% NP Gauge drained!
Gold RiderGold Archer
65

Tower 6
(1 AP)
One wave with three Casters (46-83k HP) Gold Caster
66

Tower 7
(1 AP)
One wave with three Lancers (26-127k HP) Gold Lancer
67

Tower 8
(1 AP)
Two waves of all Riders, the first with three (24-31k HP), and the second with two mobs (36-48k HP) and a larger enemy (73k HP). Gold Rider
68

Tower 9
(1 AP)
Two waves of all Sabers, the first with three (11-31k HP), and the second with two mobs (27-41k HP) and a larger enemy (112k HP). Gold Saber
69

Tower 10-1
(1 AP)
One wave with two Berserker mobs (30-31k HP) and a break bar Berserker Servant (172k, 206k HP). On break, they gain +100% damage against Lawful Good alignment. Gold Berserker
70

Tower 10-2
(0 AP)
Story only. None
71

Tower 11
(1 AP)
One wave with three Casters (29-126k HP) Gold Caster
72

Tower 12
(1 AP)
One wave with three Sabers (46-87k HP) Gold Saber
73

Tower 13
(1 AP)
One wave with three Archers (29-125k HP) Gold Archer
74

Tower 14
(1 AP)
Two waves of all Lancers, the first with three (20-30k HP), and the second with two mobs (46-53k HP) and a larger enemy (65k HP). Gold Lancer
75

Tower 15
(1 AP)
Two waves of all Sabers, the first with three (14-25k HP), and the second with two mobs (27-33k HP) and a Servant (148k HP). The Servant will start with a permanent NP Damage buff. Gold Saber
76

Tower 16
(1 AP)
One wave with three Berserkers (55-85k HP) Gold Berserker
77

Tower 17
(1 AP)
Two waves of all Assassins, the first with three (15-25k HP), and the second with two mobs (34-36k HP) and a larger enemy (120k HP). Gold Assassin
78

Tower 18
(1 AP)
Two waves of all Riders, the first with three (21-36k HP), and the second with two mobs (43-50k HP) and a larger enemy (67k HP). Gold Rider
79

Tower 19
(1 AP)
Two waves of all Casters, the first with three (10-12k HP), and the second with two mobs (16-20k HP) and a larger enemy (182k HP). Gold Caster
80

Tower 20-1
(1 AP)
Two waves of all Riders, the first with three (9-17k HP), and the second only with one large enemy (389k HP). The boss in the second wave will heal itself by 30k HP every 3 turns in addition to stunning itself. Gold Rider
81

Tower 20-2
(0 AP)
Story only. None
82

Tower 21
(1 AP)
One wave with three Lancers (26-128k HP) Gold Lancer
83

Tower 22
(1 AP)
One wave with three Assassins (52-79k HP) Gold Assassin
84

Tower 23
(1 AP)
Two waves of all Sabers, the first with three (13-21k HP), and the second with two mobs (20-29k HP) and a larger enemy (149k HP). Gold Saber
85

Tower 24
(1 AP)
Two waves of all Berserkers, the first with three (23-48k HP), and the second with two mobs (32-59k HP) and a larger enemy (84k HP). Gold Berserker
86

Tower 25
(1 AP)
Two waves of all Assassins, the first with three (10-23k HP), and the second with two mobs (25-32k HP) and a Servant (166k HP). The Servant starts with an unremovable 50% Crit Rate buff. Gold Assassin
87

Tower 26
(1 AP)
One wave with three Archers (45-97k HP) Gold Archer
88

Tower 27
(1 AP)
Two waves of all Casters, the first with three (14-25k HP), and the second with two mobs (33k HP) and a larger enemy (127k HP). Gold Caster
89

Tower 28
(1 AP)
Two waves of all Riders, the first with three (19-32k HP), and the second with two mobs (34-58k HP) and a larger enemy (85k HP). Gold Rider
90

Tower 29
(1 AP)
Two waves of all Berserkers, the first with three (15-22k HP), and the second with two mobs (20-31k HP) and a larger enemy (179k HP). Gold Berserker
91

Tower 30-1
(1 AP)
One wave with two small Archers (41-52k HP) and a break bar Archer Servant (134k, 202k HP). On break, the Servant gains a 50% DEF Buff. Gold Archer
92

Tower 30-2
(0 AP)
Story only. None
93

Tower 31
(1 AP)
One wave with three Berserker (43-113k HP) Gold Berserker
94

Tower 32
(1 AP)
Two waves of all Sabers, the first with three (17-39k HP), and the second with two mobs (32-66k HP) and a larger enemy (85k HP). Gold Saber
95

Tower 33
(1 AP)
Two waves of all Assassins, the first with three (12-20k HP), and the second with two mobs (24-45k HP) and a larger enemy (141k HP). Gold Assassin
96

Tower 34
(1 AP)
Two waves of all Lancers, the first with three (24-34k HP), and the second with two mobs (33-56k HP) and a larger enemy (86k HP). Gold Lancer
97

Tower 35
(1 AP)
One wave with two smaller Casters (19-35k HP) and a Caster Servant (155k HP). The Caster starts with unremovable Quick/Buster/Arts buffs. Gold Caster
98

Tower 36
(1 AP)
Two waves of all Sabers, the first with three (24-35k HP), and the second with two mobs (40-51k HP) and a larger enemy (74k HP). Gold Saber
99

Tower 37
(1 AP)
Two waves of all Archers, the first with three (15-24k HP), and the second with two mobs (22-32k HP) and a larger enemy (152k HP). Gold Archer
100

Tower 38
(1 AP)
Two waves of all Riders, the first with three (22-40k HP), and the second with two mobs (43-56k HP) and a larger enemy (70k HP). Gold Rider
101

Tower 39
(1 AP)
Two waves of all Casters, the first with three (15-20k HP), and the second with two mobs (23-24k HP) and a larger enemy (161k HP). Gold Caster
102

Tower 40-1
(1 AP)
One wave with a Lancer Servant (255k HP) and an Archer Servant (195k HP). Gold LancerGold Archer
103

Tower 40-2
(0 AP)
Story only. None
104

Tower 41
(1 AP)
Two waves of all Assassins, the first with three (16-21k HP), and the second with two mobs (20-32k HP) and a larger enemy (155k HP). Gold Assassin
105

Tower 42
(1 AP)
Two waves of all Archers, the first with three (26-40k HP), and the second with two mobs (40-51k HP) and a larger enemy (76k HP). Gold Archer
106

Tower 43
(1 AP)
Two waves of all Riders, the first with three (11-23k HP), and the second with two mobs (22-32k HP) and a larger enemy (158k HP). Gold Rider
107

Tower 44
(1 AP)
Two waves of all Sabers, the first with three (31-34k HP), and the second with two mobs (48-55k HP) and a larger enemy (69k HP). Gold Saber
108

Tower 45
(1 AP)
One wave with a Saber (26k HP), a Berserker (20k HP), and a Berserker Servant (181k HP).
At the start of every turn, the Servant will gain an extra NP bar tick.
Gold BerserkerGold Saber
109

Tower 46
(1 AP)
Two waves, the first with two Berserkers (24-30k HP) and a Caster (30k HP); the second has a Berserker (42k HP) and two Casters (52-81k HP). Gold CasterGold Berserker
110

Tower 47
(1 AP)
Two waves, the first with two Riders (10-18k HP) and a Berserker (12k HP); the second has a small Berserker and Rider (29-33k HP) and a larger Lancer enemy (168k HP). Gold LancerGold RiderGold Berserker
111

Tower 48
(1 AP)
Two waves, the first with two Casters (19-20k HP) and a Berserker (27k HP), and the second with a Caster (89k HP) and two Berserker (39-74k HP). Gold BerserkerGold Caster
112

Tower 49
(1 AP)
Two waves, the first with two Archers (18-23k HP) and a Rider (27k HP), and the second with two Riders (34-54k HP) and an Archer (116k HP). Gold ArcherGold Rider
113

Tower 50-1
(1 AP)
Two waves, the first with two Berserkers (12-13k HP) and a Lancer (17k HP), the second being a boss wave with a break bar Berserker (162k, 244k HP) accompanied by a Berserker and Lancer (26-28k HP).
The boss starts with a buff that increases ATK at the end of every turn.
On break, the boss will further buff all allies' ATK.
Gold BerserkerGold Lancer
114

Tower 50-2
(1 AP)
Party Restriction: Mandatory NPC Support (2 Servants) must be used.
One wave with a lone break bar Rider (119k, 204k HP). After break, the boss gains 2-time Evade.
Gold Rider

Walkthrough Part 3 - EX Tower Quests (1-100)

Walkthrough Part 3 - EX Tower Quests (1-100)
# Quest Notes Enemy Classes
115

Epilogue
(0 AP)
Story only.
Obtain Simple Spiritron Dress Spiritron Dress: Amazones CEO Set for Berserker of El Dorado!The EX Tower Quests will unlock!
This Tower has 100 floors instead of 50, and the fatigue mechanic is still present. This Tower is optional, but does provide 4* Fous as rewards. Note there are special hard encounters on floors 10, 30, 50, 70, and 90, which cost 10 AP instead of 1 AP.
None
116

Challenge
(5 AP)
The Challenge Quest unlocks at this time! This can be done any time until the event ends.
Two break bar Berserker bosses (163k, 572k) + (173k, 583k HP). Both start Debuff Immune for 3 turns, and the field debuffs ATK for the first 3 turns for all enemies and allies. Notably, the Berserker in the back gains +100% Crit Rate after break, and both Berserkers will have an extra 1 NP Gauge per turn after break. Both enemies have ST NPs, so consider bringing taunt Servants.
A detailed guide for this encounter can be found here.
Gold Berserker
117

EX Tower 1
(1 AP)
One wave with three Archers (22-145k HP) Gold Archer
118

EX Tower 2
(1 AP)
One wave with three Assassins (59-81k HP) Gold Assassin
119

EX Tower 3
(1 AP)
One wave with three Archers (34-129k HP) Gold Archer
120

EX Tower 4
(1 AP)
Two waves of all Berserkers, the first with three (28-42k HP), and the second with two mobs (49-53k HP) and a larger enemy (92k HP). Gold Berserker
121

EX Tower 5
(1 AP)
Two waves of all Assassins, the first with three (20-27k HP), and the second with two mobs (33-35k HP) and a Servant (140k HP).
Note the Servant will start with NP gauge at MAX.
Gold Assassin
122

EX Tower 6
(1 AP)
One wave with three Casters (49-95k HP) Gold Caster
123

EX Tower 7
(1 AP)
One wave with three Lancers (6-191k HP) Gold Lancer
124

EX Tower 8
(1 AP)
Two waves of all Riders, the first with three (23-44k HP), and the second with two mobs (45-55k HP) and a larger enemy (77k HP). Gold Rider
125

EX Tower 9
(1 AP)
Two waves of all Sabers, the first with three (13-21k HP), and the second with two mobs (29-33k HP) and a larger enemy (164k HP). Gold Saber
126

EX Tower 10-1
(1 AP)
Two waves, the first with three Riders (29-43k HP), and the second wth two small Riders (37-56k HP) and a break bar Avenger Servant (91k, 162k HP).
On break, the Servant will debuff Instant Death resist for all frontliners by 100%.
Gold AvengerGold Rider
127

EX Tower 10-2
(10 AP)
A huge Caster (2.8M HP) that has permanently 50% decreased Buster Resist. Bring strong ST Buster options!
The enemy starts battle by debuffing ATK for all frontliners.
On break, the boss will gain an unremovable 30% DEF buff.
This is the first of multiple "Raid" type enemies. The party is given 15 turns to do as much damage as possible; damage is kept even if the party wipes or is unable to kill within that time. The quest can be attempted multiple times until the boss's HP is fully depleted, although party members used will become "Exhausted" like usual.
Gold Caster
128

EX Tower 11
(1 AP)
One wave with three Casters (35-126k HP) Gold Caster
129

EX Tower 12
(1 AP)
One wave with three Sabers (57-88k HP) Gold Saber
130

EX Tower 13
(1 AP)
One wave with three Archers (26-149k HP) Gold Archer
131

EX Tower 14
(1 AP)
Two waves of all Lancers, the first with three (23-38k HP), and the second with two mobs (40-54k HP) and a larger enemy (85k HP). Gold Lancer
132

EX Tower 15
(1 AP)
Two waves of all Casters, the first with three (28-39k HP), and the second with a Caster Servant (165k HP). The Servant will summon a 32k HP Caster mob every turn if there is room. Gold Caster
133

EX Tower 16
(1 AP)
One wave with three Berserkers (60-93k HP) Gold Berserker
134

EX Tower 17
(1 AP)
Two waves of all Assassins, the first with three (11-33k HP), and the second with two mobs (26-59k HP) and a larger enemy (175k HP). Gold Assassin
135

EX Tower 18
(1 AP)
Two waves of all Riders, the first with three (29-42k HP), and the second with two mobs (38-51k HP) and a larger enemy (79k HP). Gold Rider
136

EX Tower 19
(1 AP)
Two waves of all Casters, the first with three (18-27k HP), and the second with two mobs (25-32k HP) and a larger enemy (148k HP). Gold Caster
137

EX Tower 20
(1 AP)
Two waves, the first with three Berserkers (32-39k HP), and the second with two small Berserkers (47-55k HP) and a break bar Moon Cancer Servant (89k, 160k HP). The Servant gains a 5-time damage cut after break. Gold Berserker
138

EX Tower 21
(1 AP)
One wave with three Lancers (29-142k HP) Gold Lancer
139

EX Tower 22
(1 AP)
One wave with three Assassins (52-65k HP) Gold Assassin
140

EX Tower 23
(1 AP)
Two waves of all Sabers, the first with three (19-22k HP), and the second with two mobs (28-29k HP) and a larger enemy (153k HP). Gold Saber
141

EX Tower 24
(1 AP)
Two waves of all Berserkers, the first with three (31-43k HP), and the second with two mobs (42-54k HP) and a larger enemy (89k HP). Gold Berserker
142

EX Tower 25
(1 AP)
Two waves of all Lancers, the first with three (17-29k HP), and the second with two mobs (22-34k HP) and a Servant (171k HP). The Servant will debuff ATK for all non-Romans. Gold Lancer
143

EX Tower 26
(1 AP)
One wave with three Archers (56-84k HP) Gold Archer
144

EX Tower 27
(1 AP)
Two waves of all Casters, the first with three (13-26k HP), and the second with two mobs (24-34k HP) and a larger enemy (158k HP). Gold Caster
145

EX Tower 28
(1 AP)
Two waves of all Riders, the first with three (25-49k HP), and the second with two mobs (34-58k HP) and a larger enemy (80k HP). Gold Rider
146

EX Tower 29
(1 AP)
Two waves of all Berserkers, the first with three (19-24k HP), and the second with two mobs (27-40k HP) and a larger enemy (166k HP). Gold Berserker
147

EX Tower 30-1
(1 AP)
Two waves, the first with three Riders (30-38k HP), and the second with two small Riders (52-62k HP) and a break bar Alter Ego Servant (90k, 139k HP). The Servant can inflict Crit Damage down debuffs when normal attacking.
On break, the Servant will deal bonus damage against targets with the Crit Damage down debuff.
Gold Alter EgoGold Rider
148

EX Tower 30-2
(10 AP)
A huge Lancer (2.85M HP) that has a permanent Quick Resistance debuff. Bring strong ST Quick damage dealers.
At battle start, the boss gains an ATK buff.
Under 50% health, the boss will target focus a random frontline Servant while also decreasing their DEF by 70%.
This is the second "Raid" enemy; the boss does not need to be defeated in one go. Progress made in damaging the boss will be kept between attempts.
Gold Lancer
149

EX Tower 31
(1 AP)
One wave with three Berserker (31-159k HP) Gold Berserker
150

EX Tower 32
(1 AP)
Two waves of all Sabers, the first with three (29-40k HP), and the second with two mobs (40-50k HP) and a larger enemy (81k HP). Gold Saber
151

EX Tower 33
(1 AP)
Two waves of all Assassins, the first with three (14-25k HP), and the second with two mobs (20-39k HP) and a larger enemy (164k HP). Gold Assassin
152

EX Tower 34
(1 AP)
Two waves of all Lancers, the first with three (24-40k HP), and the second with two mobs (46-56k HP) and a larger enemy (81k HP). Gold Lancer
153

EX Tower 35
(1 AP)
Two waves with all Riders, the first with three (13-24k HP), and the second with two small Riders (25-53k HP) and a Servant (169k HP). The Servant will start by debuffing the frontline's DEF. Gold Rider
154

EX Tower 36
(1 AP)
Two waves of all Sabers, the first with three (22-46k HP), and the second with two mobs (35-57k HP) and a larger enemy (93k HP). Gold Saber
155

EX Tower 37
(1 AP)
Two waves of all Archers, the first with three (16-22k HP), and the second with two mobs (23-35k HP) and a larger enemy (161k HP). Gold Archer
156

EX Tower 38
(1 AP)
Two waves of all Riders, the first with three (29-42k HP), and the second with two mobs (40-51k HP) and a larger enemy (85k HP). Gold Rider
157

EX Tower 39
(1 AP)
Two waves of all Casters, the first with three (18-29k HP), and the second with two mobs (26-36k HP) and a larger enemy (158k HP). Gold Caster
158

EX Tower 40
(1 AP)
Two waves, the first with three Berserkers (36-44k HP), the second with two small Berserker (45-55k HP) and a break bar Foreigner Servant (92k, 119k HP). Be wary that on break, the Servant gains 90% DEF against [Human] attribute Servants, so avoid bringing one when selecting a damage dealer. Gold ForeignerGold Berserker
159

EX Tower 41
(1 AP)
Two waves of all Assassins, the first with three (11-34k HP), and the second with two mobs (29-41k HP) and a larger enemy (147k HP). Gold Assassin
160

EX Tower 42
(1 AP)
Two waves of all Archers, the first with three (30-40k HP), and the second with two mobs (40-55k HP) and a larger enemy (82k HP). Gold Archer
161

EX Tower 43
(1 AP)
Two waves of all Riders, the first with three (12-28k HP), and the second with two mobs (21-48k HP) and a larger enemy (162k HP). Gold Rider
162

EX Tower 44
(1 AP)
Two waves of all Sabers, the first with three (22-44k HP), and the second with two mobs (31-63k HP) and a larger enemy (98k HP). Gold Saber
163

EX Tower 45
(1 AP)
Two waves of all Archers, the first with three (13-27k HP), and the second with two small mobs (23-36k HP) and a Servant (180k HP). During the second turn of the 2nd wave, the Servant will buff both their Crit Rate and Crit Damage by 100% for 1 hit. Gold Archer
164

EX Tower 46
(1 AP)
Two waves, the first with two Berserkers (29-30k HP) and a Caster (43k HP); the second has a Berserker (44k HP) and two Casters (64-80k HP). Gold CasterGold Berserker
165

EX Tower 47
(1 AP)
Two waves, the first with two Riders (11-17k HP) and a Berserker (26k HP); the second has a small Berserker and Rider (33-43k HP) and a larger Lancer enemy (161k HP). Gold LancerGold BerserkerGold Rider
166

EX Tower 48
(1 AP)
Two waves, the first with two Casters (19-23k HP) and a Berserker (34k HP), and the second with a Caster (94k HP) and two Berserkers (44-80k HP). Gold CasterGold Berserker
167

EX Tower 49
(1 AP)
Two waves, the first with two Archers (17-21k HP) and a Rider (25k HP), and the second with two Riders (36-94k HP) and an Archer (95k HP). Gold ArcherGold Rider
168

EX Tower 50-1
(1 AP)
A Caster Servant (330k HP) with another smaller Caster Servant (121k HP). Note the smaller Caster will retreat if the larger one is defeated, but while alive, the smaller Caster will fill the larger Caster's NP gauge to MAX every turn. Gold Caster
169

EX Tower 50-2
(10 AP)
A huge Ruler (2.35M HP) with a permanent 50% Arts Resist debuff; bring strong ST Arts options or Avengers. The boss has a skill that inflicts random debuffs, including Burn/DEF Down 30%/Buff Block. Under 50% health, the random debuffs become Curse/DEF Down 50%/Stun.
This is the third "Raid" enemy; the boss can be slowly whittled down across multiple attempts if needed.
Gold Ruler
170

EX Tower 51
(1 AP)
One wave with three Archers (28-141k HP) Gold Archer
171

EX Tower 52
(1 AP)
Two waves of all Sabers, the first with three (26-34k HP), and the second with two mobs (40-64k HP) and a larger enemy (89k HP). Gold Saber
172

EX Tower 53
(1 AP)
Two waves of all Berserkers, the first with three (18-29k HP), and the second with two mobs (30-38k HP) and a larger enemy (158k HP). Gold Berserker
173

EX Tower 54
(1 AP)
Two waves of all Riders, the first with three (25-40k HP), and the second with two mobs (35-52k HP) and a larger enemy (105k HP). Gold Rider
174

EX Tower 55
(1 AP)
Two waves of all Sabers, the first with three (22-45k HP), and the second with two mobs (42-66k HP) and a Servant (101k HP). The Servant will buff all allies' ATK and DEF. Gold Saber
175

EX Tower 56
(1 AP)
Two waves of all Lancers, the first with three (32-39k HP), and the second with two mobs (44-51k HP) and a larger enemy (87k HP). Gold Lancer
176

EX Tower 57
(1 AP)
Two waves of all Riders, the first with three (14-26k HP), and the second with two mobs (26-34k HP) and a larger enemy (167k HP). Gold Rider
177

EX Tower 58
(1 AP)
Two waves, the first with three Riders (31-42k HP), and the second with two Riders (42-52k HP) and a larger Caster (83k HP). Gold CasterGold Rider
178

EX Tower 59
(1 AP)
Two waves of all Assassins, the first with three (14-31k HP), and the second with two mobs (24-36k HP) and a larger enemy (164k HP). Gold Assassin
179

EX Tower 60
(1 AP)
Two waves of all Berserkers, the first with three (28-51k HP), and the second with two mobs (41-68k HP) and a break bar Servant (94k, 174k HP). On break, the Servant gains 3 unremovable stacks of Guts with 20% HP revival. Gold Berserker
180

EX Tower 61
(1 AP)
One wave with three Lancers (32-139k HP) Gold Lancer
181

EX Tower 62
(1 AP)
Two waves of all Casters, the first with three (31-44k HP), and the second with two mobs (43-56k HP) and a larger enemy (78k HP). Gold Caster
182

EX Tower 63
(1 AP)
Two waves of all Sabers, the first with three (15-28k HP), and the second with two mobs (24-38k HP) and a larger enemy (163k HP). Gold Saber
183

EX Tower 64
(1 AP)
Two waves of all Assassins, the first with three (27-45k HP), and the second with two mobs (49-53k HP) and a larger enemy (83k HP). Gold Assassin
184

EX Tower 65
(1 AP)
Two waves of all Casters, the first with three (28-32k HP), and the second with two mobs (36-46k HP) and a Servant (142k HP). Every turn, the Servant will use a skill that can randomly decrease DEF, Poison, or heal the frontline. Gold Caster
185

EX Tower 66
(1 AP)
Two waves of all Berserkers, the first with three (31-46k HP), and the second with two mobs (47-61k HP) and a larger enemy (87k HP). Gold Berserker
186

EX Tower 67
(1 AP)
Two waves of all Lancers, the first with three (17-28k HP), and the second with two mobs (27-36k HP) and a larger enemy (160k HP). Gold Lancer
187

EX Tower 68
(1 AP)
Two waves of all Archers, the first with three (22-41k HP), and the second with two mobs (42-59k HP) and a larger enemy (89k HP). Gold Archer
188

EX Tower 69
(1 AP)
Two waves, the first with three Archers (19-35k HP), and the second with two Archers (29-44k HP) and a large Rider (151k HP). Gold RiderGold Archer
189

EX Tower 70-1
(1 AP)
Two waves, the first with three Casters (37-52k HP), and the second with two Caster mobs (62-63k HP) and a break bar Ruler Servant (80k, 113k HP). Be wary the Ruler can remove defensive buffs when normal attacking, and if doing so, will gain a Crit Damage buff for every buff they remove this way. On break, they gain an additional 100% Crit Damage buff. Gold RulerGold Caster
190

EX Tower 70-2
(10 AP)
A huge Assassin (2.5M HP) with a debuff that decreases their DEF whenever inflicted by a debuff. They have a special skill that will increase their NP Gauge by an extra 1 tick per turn. When under 50% health, the boss gains an NP Damage buff.
This is the fourth "Raid" enemy; the boss can be slowly whittled down across multiple attempts if needed.
Gold Assassin
191

EX Tower 71
(1 AP)
One wave with three Lancers (30-150k HP) Gold Lancer
192

EX Tower 72
(1 AP)
Two waves of all Archers, the first with three (28-34k HP), and the second with two mobs (43-57k HP) and a larger enemy (100k HP). Gold Archer
193

EX Tower 73
(1 AP)
Two waves of all Berserkers, the first with three (20-33k HP), and the second with two mobs (33-42k HP) and a larger enemy (162k HP). Gold Berserker
194

EX Tower 74
(1 AP)
Two waves of all Casters, the first with three (24-46k HP), and the second with two mobs (36-62k HP) and a larger enemy (96k HP). Gold Caster
195

EX Tower 75
(1 AP)
Two waves of all Sabers, the first with three (25-34k HP), and the second with two mobs (32-43k HP) and a Servant (145k HP). The Servant has a small chance of gaining 1 NP charge when attacked. They will also buff allies' (except their own) ATK every turn. Gold Saber
196

EX Tower 76
(1 AP)
Two waves of all Riders, the first with three (27-49k HP), and the second with two mobs (37-61k HP) and a larger enemy (91k HP). Gold Rider
197

EX Tower 77
(1 AP)
Two waves of all Berserkers, the first with three (20-28k HP), and the second with two mobs (39-45k HP) and a larger enemy (149k HP). Gold Berserker
198

EX Tower 78
(1 AP)
Two waves of all Assassins, the first with three (29-42k HP), and the second with two mobs (42-61k HP) and a larger enemy (81k HP). Gold Assassin
199

EX Tower 79
(1 AP)
Two waves, the first with two Berserkers (20-21k HP) and a Saber (28k HP), and the second with a Saber (44k), Caster (88k), and Berserker (103k). Gold BerserkerGold CasterGold Saber
200

EX Tower 80
(1 AP)
Two waves of all Assassins, the first with three (23-47k HP), and the second with two mobs (39-68k HP) and a break bar Assassin (103k, 141k HP). The Assassin can randomly charm a frontline Servant every 2 turns. After break, they gain bonus damage against Charmed enemies. Gold Assassin
201

EX Tower 81
(1 AP)
One wave with three Lancers (34-141k HP) Gold Lancer
202

EX Tower 82
(1 AP)
Two waves of all Archers, the first with three (30-45k HP), and the second with two mobs (43-58k HP) and a larger enemy (82k HP). Gold Archer
203

EX Tower 83
(1 AP)
Two waves of all Sabers, the first with three (16-32k HP), and the second with two mobs (30-46k HP) and a larger enemy (155k HP). Gold Saber
204

EX Tower 84
(1 AP)
Two waves of all Assassins, the first with three (26-45k HP), and the second with two mobs (40-61k HP) and a larger enemy (86k HP). Gold Assassin
205

EX Tower 85
(1 AP)
Two waves of all Lancers, the first with three (24-30k HP), and the second with two mobs (32-41k HP) and a Servant (149k HP). The Servant has increased damage and 90% increased DEF against [Evil] alignment, so avoid bringing Evil alignment Servants to this battle. Gold Lancer
206

EX Tower 86
(1 AP)
Two waves of all Casters, the first with three (29-49k HP), and the second with two mobs (39-58k HP) and a larger enemy (81k HP). Gold Caster
207

EX Tower 87
(1 AP)
Two waves of all Riders, the first with three (20-33k HP), and the second with two mobs (29-42k HP) and a larger enemy (144k HP). Gold Rider
208

EX Tower 88
(1 AP)
Two waves of all Berserkers, the first with three (31-50k HP), and the second with two mobs (42-66k HP) and a larger enemy (90k HP). Gold Berserker
209

EX Tower 89
(1 AP)
Two waves, the first with two Assassins (14-18k HP) and a Berserker (31k HP), and the second with two Berserkers (40-96k HP) and an Assassin (101k HP). Gold AssassinGold Berserker
210

EX Tower 90-1
(1 AP)
One wave with three Servants: two Berserkers (178k, 181k HP) and a Caster (131k HP). One of the Berserkers starts with an ATK buff, while the other will debuff the frontline's NP Damage. The Caster has a Healing effectiveness buff. Gold BerserkerGold Caster
211

EX Tower 90-2
(10 AP)
A huge Rider (2.6M HP) who takes more damage from Critical Hits. The boss starts with a passive that stacks ATK and DEF buffs every turn. Under half health, every 3 turns, the boss will drain 30% NP Gauge from the party and gain 1 NP bar.
This is the fifth and final "Raid" enemy; the boss can be slowly whittled down across multiple attempts if needed.
Gold Rider
212

EX Tower 91
(1 AP)
Two waves of all Casters, the first with three (15-31k HP), and the second with two mobs (25-39k HP) and a larger enemy (165k HP). Gold Caster
213

EX Tower 92
(1 AP)
Two waves of all Berserkers, the first with three (26-49k HP), and the second with two mobs (44-63k HP) and a larger enemy (103k HP). Gold Berserker
214

EX Tower 93
(1 AP)
Two waves of all Sabers, the first with three (17-30k HP), and the second with two mobs (30-43k HP) and a larger enemy (151k HP). Gold Saber
215

EX Tower 94
(1 AP)
Two waves of all Berserkers, the first with three (32-49k HP), and the second with two mobs (42-61k HP) and a larger enemy (93k HP). Gold Berserker
216

EX Tower 95
(1 AP)
Two waves of all Assassins, the first with three (21-35k HP), and the second with two mobs (30-43k HP) and a larger enemy (145k HP). Note all enemies can inflict one of three random debuffs when normal attacking: ATK Down, NP Gain Down, or Stun. Gold Assassin
217

EX Tower 96
(1 AP)
Two waves, the first with two Berserkers (25-32k HP) and an Archer (36k HP), and the second with two Archers (45-77k HP) and a Berserker (88k HP). Gold BerserkerGold Archer
218

EX Tower 97
(1 AP)
Two waves, the first with two Berserkers (20-25k HP) and an Archer (27k HP), and the second with two Archers (37-86k HP) and a Lancer (107k HP). Gold LancerGold ArcherGold Berserker
219

EX Tower 98
(1 AP)
Two waves, the first with two Lancers (22-25k HP) and a Rider (40k HP), and the second with two Riders (51-92k HP) and a Lancer (72k HP). Gold LancerGold Rider
220

EX Tower 99
(1 AP)
Two waves, the first with two Assassins (22-27k HP) and a Saber (25k HP), and the second with two Sabers (38-93k HP) and an Assassin (97k HP). Gold AssassinGold Saber
221

EX Tower 100
(1 AP)
A single wave with two Archer enemies. The back Archer will not attack while the front Archer is still alive, and will instead periodically heal or charge the front Archer's NP bar by 1. Note the front Archer gains a bonus 100% ATK buff if there is a Female Servant on the frontline, but also has a 50% chance to be stunned every turn.
If the Front Archer is killed first, the back Archer will begin gaining MAX NP gauge every turn and unleashing their NP.
If the Back Archer is killed first, the Front Archer gains a further 100% ATK buff.
Try to eliminate them both simultaneously, although if unable to do so, dealing with the back Archer first is safer.
Gold Archer

Event Bonus CEs

Name How to Obtain Event Bonus

Therapeutic Spa 5★
Floor Clear Reward (x6)
Delivery #20, 30, 40
Tower 10F, 20F, 40F
Bond Points +100% (MLB +200%)

Equipped on Mash:
Party Bond Points +20% (MLB +40%).

Will I need to use Apples?

  • No, do not use apples for this event.
  • AP is not the limiting factor for this event, since each delivery costs only 1 AP to attempt, and only the final (optional) tower has a few (total 5) 10 AP quests, costing 256 AP total to complete all quests.
  • Instead, the Servant recovery time from becoming exhausted is the primary limiting factor (along with the size of the player's Roster and how strong the Servants are on average).
  • For this reason, it is advised to start the event earlier! This way Servants have time to recover, so that Servants don't run out by becoming all exhausted before the event ends.
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About the Author(s)

Twitter: @NorseFTX

Content Director at GamePress. Passionate about fighting games, virtual/augmented reality technology, neuroengineering, and video games in general. Classical Piano Performance, Sprite Art, and Under Night In-Birth enthusiast.

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