Home's Lost Atelier (Another Dungeon)/Mechanics

From Another Eden Wiki

Mechanics[edit]

When entering the AD, you start off in a safe map with a Bard. Pale/Deep/True Scarlet Stones are the collection items used to gain rewards, while Rust-colored Magic Stones are used only within individual runs.

The Bard at the beginning sells various items with the following effects for 50 Rust-colored Magic Stones each, which give a slight advantage only in that run.

  • STR/INT +30% (100 turns)
  • PHYS/TYPE Res +30% (100 turns)
  • 15% Speed UP (100 turns)
  • Prevent Status affliction
  • Gathering Orb (gain 50 additional Pale Scarlet Stones)
  • Magic Key (unlocks additional options depending on map: shortcuts, traps refill etc.)

There are a total 6 trials (3 areas), accessible via 6 paintings behind the bard:

  • Graveyard trial: Graveyard of Sorrows (blue, lvl72) or Graveyard of Tears (red, lvl80).
  • Purgatory trial: Purgatory's Pilgrimage (blue lvl72) and Limbo's Pilgrimage (red, lvl80)
  • Wulfpack Manor trial: The Shadowed Hall (blue lvl72) and The Horror Hall (red, lvl80)

Once you enter any painting, you will not be able to return to this initial starting area.

Link to edit Graveyard Mechanics page
The AD has a time limit of 15 minutes and gives better rewards for faster completion times, with maximum rewards attained at 4 minutes. All mobs are fixed and can be seen on the minimap.

The Graveyard of Sorrows, suggested lvl72, operates similarly to other ADs in which one must clear 3 maps before reaching the boss room. However, chests are replaced with sparkles which give 20/25/30 Pale Scarlet Stones.

The Graveyard of Tears is slightly harder at suggested lvl80 and requires 200 Rust-Colored Magic Stones to enter. Additionally, clearing within certain time limits for the first time will offer unique rewards. The enemies here have around 40k to 70k HP. There is also 1 healing point and 1 exclamation mark per map which refills your AF completely.

There are two Sword Fragments in each of the two maps in the Graveyard of Tears, highlighted in teal exclamation marks, which weaken the boss as per the following.

No. of Sword Fragments collected Boss HP (approx.) /millions Damage Invuln Barrier
0 780 50
1 290 40
2 140 30
3 72 20
4 12.5 10

After collecting all unique rewards from the Graveyard of Tears, the main purpose of running this dungeon is to collect Pale Scarlet Stones. The Bard at the end sells up to 75 Moon Fragments at a rate of 100 Pale Scarlet Stones apiece, for a total of 7500 Pale Scarlet Stones, which are needed to fully upgrade the Hammer of Bond from +5 to +10.

Suggested Progression[edit]

  1. Enter Home's Lost Atelier for the first time and clear Graveyard of Sorrows to obtain 200 Rust-Colored Magic Stones.
  2. Run Graveyard of Tears and clear within 4 minutes to obtain all the unique rewards.
  3. Return to Graveyard of Sorrows until you're able to purchase all 75 Moon Fragments to fully upgrade Hammer of Bond. This will take approximately 10-11 runs total. Purchase a Gathering Orb and a Magic Key each time to make faster progress.

Tips[edit]

  • Using AF does not count towards the time spent.
  • Skull, Amy, and other multihit characters in a zoneless team will allow you to charge your AF completely to defeat the boss.
  • Getting 2-3 Sword Fragments is likely optimal; collecting the 4th may slow you down enough to offset the weaker boss, although it is still possible to collect all 4 Sword Fragments and finish within 4 minutes. (source).
  • A mob clearer with fast animations is suggested. An autoattacker which does at least 70k damage such as Tsubame AS, Aldo, Guildna or Heena can also work.
  • Getting the magic key before a run in the Graveyard of Tears automatically unlocks a couple of doors, creating shortcuts, bypassing some mobs and making it easier to collect all rewards within the 4 minutes.
  • A Gathering Orb allows you to gain an additional 50 Pale Scarlet Stones every round in exchange for 50 Rust-colored Magic Stones, speeding up farming.
  • The final Graveyard of Tears reward, Power of Agony (Hammer), is obtainable by clearing Graveyard of Tears in 4 minutes. (Earlier versions of the game had a typo and stated 3 minutes.)

Link to edit Purgatory Mechanics page
This trial requires the player to pick between Wind, Fire, Earth and Water paths. The player must then attempt to defeat the Great Elemental Spirit Boss with the highest damage possible, before the fight ends.

  • Lvl 72 Trial Fight ends in 1 turn.
  • Lvl 80 Trial Fight ends in 3 turns.

On the path to each Great Elemental Spirit there are 3 maps with lesser spirits as well as a sparkle for 25 Deep Scarlet Stones. After fighting 3 encounters on each map, the player will be automatically teleported to the next map, so collect the sparkle first. The player will be allowed a total of 9 encounters before fighting the boss. By killing these lesser elementals, the player can stack up buffs on their team. Lesser spirits will run from the fight if not killed within a certain number of turns. This will often be telegraphed such as "the middle spirit is trying to escape".

  • The Magic Key bought from the Mysterious Bard at the entry of Home's Lost Atelier entry room halves the HP of the lesser spirits and the Boss' first HP bar (equivalent to damage of 15M on Lvl72 Boss or 450M on Lvl80 Boss)

Buffs Stacking Specifics[edit]

  • All of the buffs have a duration of 99 turns or 99 moves.
  • Multiple buffs of the same type stack into one:
    • Buffs/Debuffs stack per each 1 spirit killed: an encounter with 3 mobs gives 15% buff/debuff, total 6 encounters with 3 mobs each gives total of 90% buff/debuff.
  • PWR and INT Buffs bought from the Mysterious Bard from Home's Lost Atelier entry room have separate buff icons and will stack with total PWR/INT buffs from spirits with diminished returns.
  • In the lvl80 trial, encounters with a single mob has a maximum of 2027768 HP and encounters with 3 mobs have a maximum of 937502 HP each.
  • List of buffs on maps:
    • Map 1 only
      • Critical Rate and Magic Critical Rate +100%
      • Physical Critical Damage +45%, 1 spirit
    • Map 2 only
      • Apply Poison, 1 spirit
      • Apply Pain, 1 spirit
    • Map 3 only:
      • Deploy Flash Strike Stance in 1 turn
      • Deploy <Elemental> Stance opposite to Great Spirit Element
      • If both are taken Flash Strike Zone will be the only one active in battle.
    • Each Map:
      • Type damage +5%, 2 Encounters, 3 spirits each
      • <Element> resist -5%, 2 Encounters, 3 spirits each
      • Power +5%, 2 Encounters, 3 spirits each
      • Intelligence +5%, 2 Encounters, 3 spirits each

Boss Shields Specifics[edit]

Each boss has "shields" - additional HP bars

  • lvl80 trial Bosses have 10 shield-HP-bars, 900m each
  • lvl72 trial Bosses have 5 shield-HP-bars, 30m each
  • The Magic Key item taken from Home's Lost Atelier entry room will halve only the first shield-HP-bar (equivalent to damage of 15M on Lvl72 Boss or 450M on Lvl80 Boss).
  • Extra damage from a single hit will not overflow to the next shield-HP bar. Thus multihits can be more useful to prevent loss of damage.

Tips for lvl 80 Boss battles max scores[edit]

  • One of several methods to approach the Boss fights is to try to use 2 50% AF bars, specifically on the 1st and 3rd turns. Running Flash Zone AF in T1 and Zoneless AF in T3 can be helpful. Helpful things to recharge AF bar to 50%:
    • Each EOT attack in Flash Strike Zone recharges AF by 10%.
    • Elemental attack against Weakness outside a zone recharges AF bar by 3.5% per hit. For example, a total of 15 hits (52.5%) against Weak will recharge to 50%. Or 12 Weak hits (42%) and EOT in turn 1 Flash zone (10%). Calculate number of hits needed. Refer to Another Force for details on AF charging.
    • Additional hits from Thunder units with Lunatic - Charge, can recharge AF a lot even without weakness: Victor 10%, Melina (Extra Style) 5-12.5% from 1 attack without Zone.
    • Weakness Hits outside Zone can cause AF to last longer than within Zone. 3x Weak hit in Zoneless replenishes 10.5%, while in Zones any attack replenishes fixed 10% (Flash Zone) or 7.5% (other Zones) regardless of number of hits. A longer AF will generate a higher combo rate, which also gives more damage. The damage boost from Zone may be less useful than the longer AF and higher combo provided by a Zoneless strategy. Find a balance that works for the party.

Link to edit Wulfpack Manor Mechanics page

The objective of these maps is that the fewer turns it takes to complete the dungeon, the more magic stones you will earn. It is assumed that you have obtained all 7 traps during Commander and Sheep ensemble. In this trial, you must use the provided traps smartly to avoid battle and keep your total turn count low. Trap uses are limited to 2 each unlike during Commander and Sheep, so keep an eye on your remaining uses as you progress through.

  • If you have a Magic Key, you can replenish your traps from the wooden chest in the Trap Room (1 is NW and 1 is NE in map) though Trap refills are limited and is randomized based off what is below 2 stock. You will not get anything if you have max traps.

Trap Battle Basics[edit]

Introduced in Commander and Sheep, this is a way to fight enemies in the Trap Room. While there is no penalty for fighting the enemies directly in Commander and Sheep, it is strongly recommended to learn this as Trap Battles are used in Home's Lost Atelier (Another Dungeon) - Wulfpack Manor and does impose penalties if you can't utilize Trap Battles to it's full potential.

In the Trap Room, you can use Gimmick Items to set traps. Traps are split into Damaging and Slowing types, and each type has a different effect on enemies. Tap the icon of a set trap at top of the screen to activate it.

Letter Icon Trap Name Objective Area Move Blue Orange Red
Traps
A 565000314.png Auto Armor Physical Attack 1 Yes
B 565000315.png Spike Floor Trap Lever Physical Attack 1 No
C 565000316.png Heat Trap Lever Fire Type Attack 2 No
D 565000317.png Chandelier Trap Lever Defeat Foes 3 No
E 565000318.png Fragrant Fluid Lures Foes All Yes
F 565000319.png Ballista Foes' Movement Slowed 3 Yes
G 565000320.png Washbasin Lures Foes All Yes

The Shadowed Hall (Recommended Lvl:72) (High Difficulty)[edit]

In the Shadowed Hall, enemies will spawn in 2 waves total. Each wave spawns 5 enemies. Defeat 10 enemies to fight the boss.

The Horror Hall (Recommended Lvl:80) (Very High Difficulty)[edit]

Cost: 200 Rust Color Stone

In the The Horror Hall, enemies will spawn in 3 waves total. Each wave spawns 5 enemies. Defeat 15 enemies to fight the boss.

Tips[edit]

  • It is recommended to go through the Shadowed Hall to get all of your point collection and obtain everything through the True Scarlet Stone exchange. Afterwards, you would want to tackle the Horror Hall and aim for within 5 turns goal.
  • Remember there is the goal of hitting 5 enemies under a single trap in Astral Archive Book of Deluded Beast
  • If you clear The Horror Hall too slowly to get all the rewards due to taking more than 5 turns, you can try challenging Deluded Beast in Astral Archive Challenge Mode to see if you can output the needed damage within 5 turns before spending another red key on the attempt.
  • Collect 15,000 True Scarlet Stones and visit Home's Lost Atelier (Another Dungeon) again to trigger a cutscene with the Mysterious Bard.

Trap Battle Tips[edit]

  • Set Chandelier in the middle of the room, set the Washbasin right of the Chandelier and set the Fragrant Fluid southwest of the of the Chandelier. Then wait for all 5 enemies to spawn (Try to wait until they are close to each other). Activate Fragrant Fluid and once all enemies are on the left side of the map traveling east, activate the Washbasin. Activate Chandelier when they are in range and if you miss any, use the remaining traps to clear the rest.
  • There are times when mobs may get stuck on spawn spot so resetting app may be needed. Using luring trap also makes them to move in. Though if the mob is facing you, you could bait it to move.
  • Some Trap locations are different between the Shadowed Hall and the Horror Hall.

Tips for Deluded Beast[edit]

  • Because of Aura, Environmental Effects, and Equipment, there is a huge amount of type resistance buffs and debuff applied against the player which significantly reduce your party's potential damage. Non-Type Physical moves can ignore Type resistance buff/debuff so Benedict is quite good here.