Introduction
- Open an Arctic Theme Park during the FGO Summer 2024 event! This event features an Event Shop with three event currencies, a facility improvement currency, along with an Event Point ladder!
- This event is primarily time gated, with Main Quests and Free Quests unlocking on a daily basis. Farming Free Quests for Event Points will also be required to unlock certain Main Quests.
- An additional Improvement Quest mechanic will be available during this event, where Masters passively gain QP, EXP, or Ascension Materials as income from facilities, and rates of accrual can be improved by completing Improvement Quests.
- There are three event currencies (), whose rates are boosted by event gacha CEs ( / / ).
- A special Event Currency for improvement quests is available () whose rates are boosted by the event shop CE ().
- There is also an Event Point currency (), which is required for Main Quest progress. The Event Point currency rates are boosted by completing Improvement Quests, which uses the special improvement quest currency ().
- Event Bonus Servants will provide a damage bonus and gain bonus Bond EXP during Event Quests!
Date | Quests Available |
Day 1 | Opening - Section 1 |
Day 2 | Section 2 |
Day 3 | Section 3 |
Day 4 | Section 4 - 5 |
Day 5 | Section 6 |
Day 6 | Section 7 |
Day 7 | Section 8 - End |
General Tips
- Event Bonus CEs will grant a boost to drops for Event Shop currencies or Improvment currencies, or increase Damage during Event Quests.
- Event Bonus Servants will gain a Damage and Bond EXP bonus during the event!
The below is a summary of the general flow of the event. Generally, Main Quests and Free Quests are time gated and unlock on a daily basis, and are gated by the Event Point system which can be accessed through currency obtained from Free Quests. The detailed walkthrough provides information about CE suggestions, drops, enemy encounters and gimmicks for each quest.
The overall flow is Main Quests > Free Quests to farm currency > repeat, with time gates between individual Main Quest chapters.
Walkthrough (Each Day):
1) Clear Main Quests available.
2) Clear Free Quests available until Point Thresholds are reached. First prioritize purchasing the Event Shop CE (bring Gacha Ces if available), then equip Event Shop CE copies as soon as they are available.
Point Thresholds:
- Day 2: 2k points
- Day 3: 10k points
- Day 4: 40k points
- Day 5: 100k points
- Day 6: 200k points
- Day 7: 300k points.
3) Upgrade Facilities starting from newest to oldest when possible to boost Point bonuses.
4) Repeat the above steps. Each day, new Main Quests will unlock; continue farming Free Quests between days to reach required point thresholds for Main Quests.
5) Upon reaching the Epilogue, select one of three Welfare Servants.
6) Upgrade the latest 4 facilities to Lv10 to get all NP5 copies of the Welfare.
Walkthrough Redirect Shortcut
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- 7/23/2024 7:36 PM - Added Challenge Guide link.
Walkthrough - Day 1
# | Quest | Notes | Drops |
1 | Opening-1 (0 AP) | Story only. Story: ~2min read | None |
2 | Opening-2 (0 AP) | Story only. Story: ~4min read | None |
3 | Opening-3 (0 AP) | Story only. Story: ~9min read | None |
4 | Opening-4 (0 AP) | Story only. Story: ~8min read | None |
5 | S1-1 (0 AP) | Story only. Story: ~7min read | None |
6 | S1-2 (5 AP) | A scripted battle with 97 Archer/Berserker enemies (6-20k HP) that ends after 2 Berserker type enemies are defeated. Note up to 6 enemies can be on the field simultaneously. After the first three Archers are defeated, all allies receive a minor ATK buff. Drops 2 stacks silver currency. Story: Pre-battle ~2min read Post-battle ~1min read Bonus CEs: | Primary: |
7 | S1-3 (5 AP) | A Rider enemy (71k HP) that starts with minor DEF and Arts Resist buffs. Drops 3 stacks bronze currency. Story: Pre-battle ~1min read Post-battle ~2min read Bonus CEs: | Primary: |
8 | S1-4 (5 AP) | Three waves of mixed Berserker/Lancer/Alter Ego enemies, three enemies per wave (6-14k HP). Note the Servant enemies have minor buffs that they provide to their allies while on the field. Drops 4 stacks bronze currency. Obtain a copy of ! Equip for nodes that drop bronze currency! A new facility becomes available that produces QP at a gradual rate. Make sure to claim QP regularly! As the event progresses, more of these will open. Check out Improvement Quests for information about these facilities! Important Note: Later facilities are more cost-effective to upgrade when it comes to Event Point bonus per cost, so it is actually better to save this currency (where possible) for later upgrades if point thresholds can already be met. This walkthrough assumes that quests are run the recommended number of times, and that this first facility is not upgraded until later on. However, if Masters are in need of QP, upgrading this earlier for more QP gain is fine. A few extra Free Quest runs later may be needed to compensate. Story: Pre-battle ~3min read Post-battle ~3min read Bonus CEs: | Primary: |
9 | Free: Flower Park 1 (30 AP) | Clear once for clear reward. Bonus CEs: | Primary: Secondary: |
10 | Free: Flower Park 2 (35 AP) | Clear once for clear reward. Bonus CEs: | Primary: Secondary: |
11 | Free: Forest (40 AP) | Clear at least twice to prep for the next Main Quest. Purchase the Event Shop CE to boost improvement currency drops ASAP. Bonus CEs: | Primary: Secondary: |
Time Gate | The next section unlocks ~Day 2. Extra AP can be spent on the latest available Free Quest; focus on buying the Event Shop CE copies ASAP! If AP fruit is plentiful, Masters can spend some to buy the Event Shop CE now if desired. When doing this, prioritizing gacha CEs to boost event shop currency is preferred. Additionally, subsequent walkthrough steps on number of Free Quest runs can be ignored since the thresholds will probably be met much sooner. If not using AP fruit now, it's better to save and hold off on upgrading the Flower Park, since later facilities have better return per currency spent. The best quests also will not unlock until the Epilogue completes, so it is best to save long term farming for later. |
Walkthrough - Day 2
# | Quest | Notes | Drops |
12 | S2-1 (0 AP) | Requires 2,000 Points Story only. Story: ~6min read | None |
13 | S2-2 (5 AP) | A single wave with six enemies of mixed Archer/Assassin/Lancer/Foreigner Class (12-24k HP). Each enemy has a minor buff. Notably, two enemies start with 1 turn of Evade and another has a 1-time Guts. Bringing Sure Hit or Ignore Invincible can be helpful to clear this quest more easily. No event drops. Story: Pre-battle ~3min read Post-battle ~5min read | None |
14 | S2-3 (5 AP) | Party Restriction: 3 NPC Supports ONLY A single wave of nine Riders (16-28k HP) with a large Rider at the end (555k HP). Most enemies have either a strong DEF buff or chance based Evade. Note the Master will have access to a powerful Mystic Code, make sure to use the skills to help clear the quest! Drops 9 stacks bronze currency. Story: ~7min read Bonus CEs: | Primary: |
15 | S2-4 (5 AP) | Story only. Masters can now upgrade the latest facility that provides EXP materials, Erice-Land! It is recommended to upgrade this; with average luck there should be enough currency to do this once. Story: Pre-battle ~3min read Post-battle ~2min read | None |
16 | Free: Argo's Adventure (40 AP) | Make sure to upgrade Erice-Land to Lv2 before this for extra Event Point drops! Clear at least once for clear reward. Bonus CEs: | Primary: Secondary: |
17 | Free: Erice-Land (40 AP) | Clear at least once for clear reward. Bonus CEs: | Primary: Secondary: |
18 | Free: Erice-Land (40 AP) | Upgrade Erice-Land to Lv3. Run twice to reach 10k points in preparation for Day 3. If the QP facility was first upgraded, this may need an extra run. For now, save extra for later facilities. Bonus CEs: | Primary: Secondary: |
Time Gate | The next section unlocks ~Day 3. Extra AP can be spent on either of the two new Free Quests, since their drop rates are mostly interchangeable except for different currencies; focus on buying the Event Shop CE copies ASAP! Better, more AP efficient nodes will open later, so Masters can hold off on farming until post Epilogue. |
Walkthrough - Day 3
# | Quest | Notes | Drops |
19 | S3-1 (0 AP) | Requires 10,000 Points Story only. Story: ~5min read | None |
20 | S3-2 (0 AP) | Story only. Story: ~5min read | None |
21 | S3-3 (0 AP) | Story only. Story: ~9min read | None |
22 | S3-4 (5 AP) | A break bar Berserker (165k, 198k HP). This battle ends when the boss's first HP bar is broken. Note the boss has 2-times 70% NP Damage Resist, and has increased Critical Rate. No event drops. Story: Pre-battle ~7min read Post-battle ~1min read | None |
23 | S3-5 (0 AP) | Story only. Story: ~3min read | None |
24 | S3-6 (0 AP) | Story only. Masters now have access to a facility that provides Primordial Lanugo materials. Story: ~4min read | None |
25 | Free: Hawaiian Genji (40 AP) | Run at least once for clear reward. Make sure to prioritize Friend Support with for boosted improvement currency drops. Bonus CEs: | Primary: Secondary: |
26 | Free: Hawaiian Genji (40 AP) | Upgrade Hawaiian Genji to Lv2. Run once for additional currency. Bonus CEs: | Primary: Secondary: |
27 | Free: Hawaiian Genji (40 AP) | Upgrade Hawaiian Genji to Lv3. Run twice for more currency for the next upgrade. Make sure to purchase and equip a copy of the Event Shop CE with Gold currency if not yet done. Bonus CEs: | Primary: Secondary: |
28 | Free: Hawaiian Genji (40 AP) | Upgrade Hawaiian Genji to Lv4. Run twice for currency for the next upgrade. Bonus CEs: | Primary: Secondary: |
29 | Free: Hawaiian Genji (40 AP) | Upgrade Hawaiian Genji to Lv5. Run once to reach the 40k point threshold for Day 4. Bonus CEs: | Primary: Secondary: |
30 | Extra: Hawaiian Genji - Holidays 1 (5 AP) | Party Restriction: 4 NPC Supports ONLY A single wave with 6 Servants of Rider, Archer, Saber, Lancer, and Moon Cancer Class (24-37k HP). No event drops. Story: ~7min read | None |
31 | Extra: Hawaiian Genji - Holidays 2 (5 AP) | Party Restriction: 6 NPC Supports ONLY A single wave with 6 Servants of Berserker, Assassin, Foreigner, Saber, and Berserker Class (31-45k HP). No event drops. Story: Pre-battle ~5min read Post-battle ~2min read | None |
Time Gate | The next section unlocks ~Day 4. Extra AP can be spent on the latest available Free Quest; make sure to buy the Event Shop CE copies ASAP! Better, more AP efficient nodes will open later, so Masters can hold off on farming until post Epilogue. |
Walkthrough - Day 4
# | Quest | Notes | Drops |
32 | S4-1 (0 AP) | Requires 40,000 Points Story only. Story: ~3min read | None |
33 | S4-2 (5 AP) | Two waves of 3 enemies each, the first with 3 Assassins (32-35k HP), and the second with two Riders and a Ruler (12-43k HP). The Assassins have a Quick buff in the first wave. The second wave both Riders have DEF/Arts Resist buffs, while the Ruler has a massive ATK debuff and is NP/Skill Sealed. Drops 2 stacks silver currency. Story: Pre-battle ~4min read Post-battle ~2min read Bonus CEs: | Primary: |
34 | S4-3 (0 AP) | Story only. Story: ~7min read | None |
35 | S5-1 (5 AP) | Party Restriction: Mandatory Frontline NPC A single wave with three Assassins and a Berserker (56-64k HP). The three Assassins start with minor Crit Rate buffs, while the Berserker deals extra damage to the mandatory NPC. The NPC starts with a stack of 3-time Guts and has perma Target Focus and a small DEF buff. No event drops. Story: Pre-battle ~3min read Post-battle ~2min read | None |
36 | S5-2 (5 AP) | Party Restriction: NPC Supports ONLY A single wave of six mixed Saber/Berserker/Assassin enemies (31-56k HP). All six enemies will be on the field at the same time. Note the Saber has increased NP Damage resist. No event drops. Story: Pre-battle ~5min read Post-battle ~2min read | None |
37 | S5-3 (0 AP) | Story only. Masters now have access to a facility that provides Eternal Ice materials. Story: ~7min read | None |
38 | Free: Ice Castle (40 AP) | Upgrade Ice Castle to Lv3. Run twice, make sure to purchase a copy of the Event Shop CE using bronze currency if not already done. Bonus CEs: | Primary: Secondary: |
39 | Free: Ice Castle (40 AP) | Upgrade Ice Castle to Lv4. Run once for additional improvement currency. Bonus CEs: | Primary: Secondary: |
40 | Free: Ice Castle (40 AP) | Upgrade Ice Castle to Lv5. Run three times to reach the 100k Point threshold for Day 5. Bonus CEs: | Primary: Secondary: |
Time Gate | The next section unlocks ~Day 5. Extra AP can be spent on the latest available Free Quest; focus on buying the Event Shop CE copies ASAP! Better, more AP efficient nodes will open later, so Masters can hold off on farming until post Epilogue. |
Walkthrough - Day 5
# | Quest | Notes | Drops |
41 | S6-1 (5 AP) | Requires 100,000 Points A single wave with a Caster (168k HP) and two Sabers (50-52k HP). The Caster will grant a state that inflicts Curse when normal attacking to their allies. Drops 2 stacks bronze currency. Story: Pre-battle ~5min read Post-battle ~2min read Bonus CEs: | Primary: |
42 | S6-2 (0 AP) | Story only. Story: ~5min read | None |
43 | S6-3 (5 AP) | Party Restriction: Mandatory Frontline NPC A single wave with 9 Assassins (28-34k HP). Up to 6 enemies can be on field at once. Allies will gain 30% NP Gauge and an ATK / DEF buff at battle start. Drops 9 stacks silver currency. Story: ~3min read Bonus CEs: | Primary: |
44 | S6-4 (5 AP) | Party Restriction: Mandatory NPC SOLO A lone Saber (155k HP) that has increased Buster Resist and ATK. The NPC Support starts with max NP Gauge and +2 Overcharge. Drops 1 stack gold currency. Story: ~1min read Bonus CEs: | Primary: |
45 | S6-5 (5 AP) | A single wave with a Caster and two Assassins (46-147k HP). Enemies have 3k HP regen per turn and increased Debuff Success Rate. One of the Shadow Servant Assassins has Ignore DEF and gains an extra NP bar per turn, and note they will use their AoE NP when their charge is full. The other Assassin can inflict terror with normal attacks but stuns themselves in exchange. Drops 2 stacks gold currency. Masters now have access to a facility that provides Void's Dust materials. Story: Pre-battle ~2min read Post-battle ~6min read Bonus CEs: | Primary: |
46 | Free: Haunted House (40 AP) | Upgrade Haunted House to Lv3. Run twice for additional improvement currency. Purchase the second Event Shop CE with gold and silver currency if not already done. Bonus CEs: | Primary: Secondary: |
47 | Free: Haunted House (40 AP) | Upgrade Haunted House to Lv4. Run once for additional improvement currency. Bonus CEs: | Primary: Secondary: |
48 | Free: Haunted House (40 AP) | Upgrade Haunted House to Lv5. Run three times to reach the 200k Point threshold for Day 6. Bonus CEs: | Primary: Secondary: |
49 | Extra: Haunted House - Mystery 1 (5 AP) | A lone Assassin (325k HP) which has a 20% chance to inflict Terror with normal attacks. Note it stuns itself if the Terror succeeds. Drops 2 stacks gold currency. Story: ~5min read Bonus CEs: | Primary: |
50 | Extra: Haunted House - Mystery 2 (0 AP) | Story only. Story: ~7min read | None |
Time Gate | The next section unlocks ~Day 6. Extra AP can be spent on the latest available Free Quest; focus on buying the Event Shop CE copies ASAP! Better, more AP efficient nodes will open later, so Masters can hold off on farming until post Epilogue. |
Walkthrough - Day 6
# | Quest | Notes | Drops |
51 | S7-1 (0 AP) | Requires 200,000 Points Story only. Story: ~6min read | None |
52 | S7-2 (5 AP) | Two waves, the first with 2 Berserkers and a Rider (42-49k HP), the second with an Assassin (12k HP). Drops 2 stacks gold and 3 stacks silver currency. Story: Pre-battle ~3min read Post-battle ~4min read Bonus CEs: | Primary: Secondary: |
53 | S7-3 (5 AP) | Three waves of mixed Berserker/Rider/Archer enemies. The first two waves have three enemies each (26-39k HP), and the final has a break bar Berserker (48k, 73k HP). The first wave starts with minor debuffs on the party, while the 2nd/3rd wave start with an effect that gives buffs to the party. The break bar enemy has a permanent DEF buff, and gains a 3-time Guts on break. Drops 6 stacks silver and 3 stacks gold currency. Story: Pre-battle ~12min read Post-battle ~3min read Bonus CEs: | Primary: Secondary: |
54 | S7-4 (5 AP) | Party Restriction: Two Mandatory NPC Supports Three waves of one Berserker enemy each, the first with 69k, the second with 82k, and the third being a break bar enemy with 106k / 134k HP. The party starts with an NP Gain and Damage Cut buff, while every wave starts with a minor offensive debuff on the party. The final wave's enemy has a break effect that helpfully clears the party's debuffs but charges its NP to MAX, be wary of its AoE NP that can inflict Burn. Drops 3 stacks gold currency. Story: Pre-battle ~1min read Post-battle ~2min read Bonus CEs: | Primary: |
55 | S7-5 (0 AP) | Story only. Masters now have access to a facility that provides Forbidden Page materials. This is the last facility, and has the best Point Drop boost per upgrade cost! Story: ~4min read | None |
56 | Free: ServaFes Hall (40 AP) | Upgrade Mini ServaFes Hall to Lv3. Run three times to reach the final 300k Point threshold for Day 7. Masters can now freely spend their Natural Arctic Ice to upgrade the newest facility, and work backwards! Bonus CEs: | Primary: Secondary: |
Time Gate | The next section unlocks ~Day 7. Extra AP can be spent on the latest available Free Quest Better, more AP efficient nodes will open later, so Masters can hold off on farming until post Epilogue. Masters should also purchase facility upgrades as soon as they can be afforded, starting by upgrading in the order: ServaFes Hall > Haunted House > Ice Castle > Hawaiian Genji > Erice-Land > Flower Park Finish upgrading a facility to Lv10 before moving to the next one to maximize point gain efficiency. |
Walkthrough - Day 7
# | Quest | Notes | Drops |
57 | S8-1 (5 AP) | Requires 300,000 Points A single wave of three break bar Riders, each with two HP bars (1st HP bar 50-52k HP, 2nd HP bar 88-90k HP). Pre break, all have a DEF and Arts Resist buff. Post break, their buffs and debuffs are removed and they gain an ATK and Crit Rate buff instead. Drops 3 stacks gold currency. Story: Pre-battle ~3min read Post-battle ~2min read Bonus CEs: | None |
58 | S8-2 (5 AP) | A single wave of 8 enemies, three of them being the same type of break bar Rider enemy from the previous encounter, except with lower HP (25-26k, 35-36k HP), while the rest are Servants of mixed Lancer / Alter Ego Class (42-52k HP). Drops 3 stacks gold currency. Story: ~1min read Bonus CEs: | None |
59 | S8-3 (5 AP) | A large single wave filled with 95 Riders (13-14k HP) and an Assassin, Saber, Berserker, and Foreigner Servant (87-123k HP). The battle ends when the Foreigner is defeated. All allies start with an NP Damage buff and gain an extra 10% NP Gauge per turn. No event drops. Story (Post-battle): ~2min read | None |
60 | S8-4 (5 AP) | A large single wave filled with 98 Riders (13-14k HP) and a break bar Berserker with three HP bars (144k, 176k, 203k HP). Only the Berserker needs to be defeated. All allies and enemies get an ATK and Max HP buff. Note the Rider enemies will have both ATK and Crit Rate buffs/debuffs from a field effect. On first break, the Berserker gets MAX NP Gauge, while the party also gets their NP Gauge filled to 100%; note the boss's NP hits AoE and removes defensive buffs before damage! Buff removal resist is encouraged, or some type of NP Seal/Stun ability. On second break, both allies and enemies gain Buster/Arts buffs. No event drops. Story: ~3min read | None |
61 | S8-5 (0 AP) | Story only. Story: ~4min read | None |
62 | S8-6 (0 AP) | Story only. Story: ~2min read | None |
63 | Epilogue 1 (5 AP) | A wave with two break bar enemies: an Alter Ego (150k, 211k HP) and another Alter Ego (58k, 105k HP). Note if NPC Kiichi Hogen is used, they will change classes to Pretender and can inflict Skill Seal or drains 1 NP bar from the enemies each turn. The frontmost Alter Ego's break effect removes all buffs from the party and increases the enemy party's damage against any targets with debuffs. The back Alter Ego's break effect inflicts 3-time Buff Block and drains 10% NP gauge each turn for 3 turns. Drops 3 stacks gold currency. Story: Pre-battle ~3min read Post-battle ~1min read Bonus CEs: | None |
64 | Epilogue 2-1 (0 AP) | Story only. Story: ~3min read | None |
65 | Epilogue 2-2 (0 AP) | Story only. Obtain a Holy Grail! Story: ~2min read | None |
66a | Thrud Acquisition (0 AP) | Story only. CAUTION: Masters can only choose one of three Welfare Servants! Choose this quest to obtain Thrud! | None |
66b | Hildr Acquisition (0 AP) | Story only. Choose this quest to obtain Hildr! | None |
66c | Ortlinde Acquisition (0 AP) | Story only. Choose this quest to obtain Ortlinde! | None |
67 | Free: Arctic Tower 1 - Fish Show (40 AP) | If not yet done, upgrade Mini ServaFes Hall to Lv6. Run once. This is the second best farming area, dropping all event currencies, at slightly lower rates in exchange for easier farming capability. Bonus CEs: | None |
68 | Free: Arctic Tower 2 - Mysteries of the Arctic Tower (40 AP) | Run at least once. This is overall the best farming area as far as AP efficiency, dropping all currencies. If Masters have a strong team that can clear this quest easily, this is the prime farming option. Otherwise, the quest before this can be farmed instead. At this point, continue farming either of the two quests, upgrading facilities in the order: ServaFes Hall > Haunted House > Ice Castle > Hawaiian Genji > Erice-Land > Flower Park Finish upgrading a facility to Lv10 before moving to the next one to maximize point gain efficiency. Bonus CEs: | None |
69 | Bonus: ServaFes Hall - Rampaging Attendees (5 AP) | Requires Lv10 ServaFes Hall A single wave with a Foreigner (290k) and Assassin (288k HP). The party will start with an NP Gain debuff and 3 turns of Skill Seal. If Valkyrie (Assassin) is in the team, she starts with full NP Gauge and a minor NP Damage buff. Awards an NP upgrade copy of the welfare Servant chosen! No event drops. | None |
70 | Extra: Haunted House - Corpse (5 AP) | Requires Lv7 Haunted House Party Restriction: Mandatory NPC Support A lone Ruler enemy (222k HP). Starts with Arts buffs and decreased DEF vs Crits. No event drops. Story: Pre-battle ~7min read Post-battle ~3min read | None |
71 | Bonus: Haunted House - Dangerous Customers (5 AP) | Requires Lv10 Haunted House A single wave with a Berserker (328k) and Rider (264k HP). Enemies start with minor offensive buffs and 1 extra NP charge. If Valkyrie (Assassin) is in the team, she starts with full NP Gauge and a minor DEF buff. Awards an NP upgrade copy of the welfare Servant chosen! No event drops. | None |
72 | Bonus: North Pole - Unathorized Businesses (5 AP) | Requires Lv10 Ice Castle A single wave with a Rider (237k), Saber (229k), and Caster (200k HP). Each of the enemies has one of 50% Buster, Quick, or Arts Resist, and a minor additional buff. If Valkyrie (Assassin) is in the team, she starts with full NP Gauge and gains Class Advantage vs Casters. Awards an NP upgrade copy of the welfare Servant chosen! No event drops. | None |
73 | Extra: Hawaiian Genji - Akin to the Sun (5 AP) | Requires Lv7 Hawaiian Genji Party Restriction: NPC Support SOLO A single wave with a Berserker (202k HP) and two Riders (74-78k HP). Drops 2 stacks gold currency. Story: Pre-battle ~3min read Post-battle ~2min read Bonus CEs: | None |
74 | Bonus: Hawaiian Genji - Poolside Supervision (5 AP) | Requires Lv10 Hawaiian Genji A single wave with a Berserker (308k) and Ruler (178k HP). The Berserker starts with 3-time Guts (10% HP Revival), and gains 1 extra NP charge each time Guts triggers. The Ruler will gain MAX NP Gauge after 1 turn delay. If Valkyrie (Assassin) is in the team, she starts with full NP Gauge and a minor NP Damage buff. Awards an NP upgrade copy of the welfare Servant chosen! No event drops. | None |
75 | Extra: Erice-Land - Schwarz Nacht 1 (5 AP) | Requires Lv7 Erice-Land Party Restriction: NP Supports ONLY Two waves, the first with Archer and Saber enemies (38-43k HP), the second with an Avenger (255k HP). The Avenger has Quick and Crit Rate buffs, and the party will also gain 30% NP Gauge and 20 Stars at the start of the second wave. Drops 3 stacks silver currency. Story: ~3min read Bonus CEs: | None |
76 | Extra: Erice-Land - Schwarz Nacht 2 (5 AP) | Party Restriction: NP Supports ONLY A single wave with an Alter Ego (186k HP) and Saber (268k HP). No event drops. Story: Pre-battle ~2min read Post-battle ~3min read | None |
77 | Challenge (5 AP) | Note the Challenge Quest will unlock ~Day 8 after the Epilogue and requires Final Singularity Solomon to be cleared. A single wave with a break bar Assassin (211k, 264k, 317k HP) and five other Servants, including Saber, Caster, Pretender, Assassin, and Alter Ego (201-245k HP). The Assassin starts alone on the field until first break, after which up to two enemies can be on field during second break, followed by up to 3 enemies during third break and after. Each enemy Servant has various effects when they appear on screen as well as on death. Note the Assassin boss starts with 3-time Debuff Immunity and Arts Resist. They provide the party with 20 Stars and 30% NP Charge. 1st break: Gains an ATK buff and Buster Resist buff, and the Saber appears on the field with 5-turn Taunt. 2nd break: Gains a stronger ATK buff and NP Damage Resist buff, and both Caster and Pretender appear on screen, providing 1-time buff removal resist, 1 turn of Invincibility to the enemy party, and +1 NP Gauge. The Assassin and Alter Ego come in at the end, and the most notable effect they have is defensive buff removal from the party and a 20% NP Gauge drain to the party. A guide with a full list of details for this battle can be found here. | None |
Event Completed | Congratulations! All Main Quests are completed! Masters can continue farming to clear the Event Shop, Point Ladder, and upgrading all facilities! Note the best facility upgrade order: ServaFes Hall > Haunted House > Ice Castle > Hawaiian Genji > Erice-Land > Flower Park Finish upgrading a facility to Lv10 before moving to the next one to maximize point gain efficiency. Check out the Quick Farming Guide for details on drop rates. |
Improvement Quests
- Improvement Quests unlock with Main Quest progress, and allow Masters to spend the Natural Arctic Ice material to improve various areas up to Level 10.
- This improves the multiplier for earning Event Points! All facilities add to the multiplier together.
- Maximum Multiplier = 101x
- Improved facilities also gather their material faster, allowing masters to accrue QP or select Ascension materials!
- Some Bonus Quests (required for NP5 Welfare Valkyrie (Assassin)) also require the Improvements for facilities to be maxed.
- This improves the multiplier for earning Event Points! All facilities add to the multiplier together.
- Masters are encouraged to improve their facilities to attract more customers!
Event Bonus Servants
Event Bonus CEs
Name | How to Obtain | Event Bonus |
Twin Tail 5★ | Event Gacha | +1 (MLB: +2) |
Cruising Date 4★ | Event Gacha | +1 (MLB: +2) |
Kyonshi Attack 3★ | Event Gacha Friend Point Gacha Quest Reward (x1) | +1 (MLB: +2) |
Infinity Blue 5★ | Event Gacha | +1 (MLB: +2) |
Upcoming Fishermen 4★ | Event Gacha | +1 (MLB: +2) |
Hello! Arctic 3★ | Event Gacha Friend Point Gacha | +1 (MLB: +2) |
Ice Warrior 5★ | Event Point Reward (x5) - x10,000 - x250,000 - x750,000 - x1,250,000 - x1,750,000 Quest Drops (Rare) | +100% (MLB: +200%) |
Fist of Hail 5★ | Event Shop (x4) x400 (2) x200 (1) x200 (1) Event Point Reward (x1) x2,500,000 Quest Drop (Rare) | +30% (MLB: +60%) |
- No, if just clearing the event for reaching Max Ascension / NP5 Welfare Servant. If clearing the Event Shop, maybe, depending on event bonuses available.
- Natural Regen AP will be approximately 5950 AP throughout the event.
- Clearing the full Main Quest line and clearing each quest at least once with NP5 / Max Ascended Welfare 2950 AP.
- For clearing the Point Ladder only, this will take approximately 4070 AP if farming 90++, or 4310 AP if farming the 90+ node.
- For clearing the Event Shop (no monuments, ladder and EXP/Fous should clear), this will take approximately 4550 AP farming 90++, or 4790 AP farming 90+.
- For a full Event Shop clear including monuments, this total reaches 6870 AP farming 90++, or 7790 AP farming 90+ to clear everything. The Ladder should also clear long before the shop.
- The amount of AP required can be reduced with more copies of Event CEs. Additional copies of 4* or 5* CEs must be obtained in the gacha, while 3* CEs can be obtained in the Friend Point Gacha (at a low rate).
- Assumptions for the above AP costs (uses "first timer worst case scenario with no FP Gacha luck", AP reduced if more bonus available):
- Up to +1 : Non-MLB Friend Support / .
- Up to +1 : Non-MLB Friend Support / .
- Up to +2 : Non-MLB Friend Support / + Quest Reward copy of .
- Up to +5 : Non-MLB Friend Support + Event Shop copy x4 of .
- Up to x1.5 - x101 : Following Walkthrough Improvement Upgrade routing (all facilities MAXED Lv10 = x101 multiplier).