The game will begin immediately upon clicking past the title screen when the game is first started, without needing to select "new game". Starting the game subsequent times will ask the player to continue the existing game (left option) or to erase the data and start over (right option; includes a confirmation).
All interaction is done with the mouse. Characters are moved by clicking on them and selecting a square within their movement range. Available squares will be highlighted. Right clicking will deselect any selected unit and end their turn if they have moved. Enemies within range can be attacked by clicking on them.
Attacking can be done after movement, but you cannot move after attacking even if you did not move first. Squares containing an enemy within range will be highlighted orange for a regular attack or blue for a spellcard attack. The red 'End Turn' button will turn into an orange button that allows you to change between performing a regular attack or a spellcard attack if the possibility exists. This is useful for several reasons, the most prominent being that Youmu and Flandre's spellcards cannot be used normally due to the fact that both their normal attack and spellcard attack have the same range. Performing a spellcard attack will damage the character by about 19% of their maximum HP.
From left to right on the bottom of the screen:
Opens a sub menu containing two options: end game (bottom option) and show stats (top option).
- Deepest Dungeon Level
- Total Defeated Enemies
- Total Spell Activations
- Received Items Count
- Total Money Received
- Total EXP Received
- Game Overs Received
- Number of Shikigami Wasted
- Mystia Deployment Count
- Favorite (Turns Deployed)
- MVP (Damage Dealt)
- Total Turns
This screen is used to deploy characters to the field. There is no minimum number of characters required, but not having anyone on the field will cause Yukari to be attacked easily. Characters can only be deployed if their character cost is less than the total available character cost (see below) and if they are not resting. Characters are forced to rest for five turns after returning from the field, regardless of whether they voluntarily retreated or ran out of HP. Characters can be deployed to the leftmost two squares on the map only.
This screen is used to level up characters. Exp is gained from defeating enemies and is shared among all units. Only characters that are not deployed can level up. Multiple level ups can be given at once using the arrow keys; this is especially helpful for new characters, as they always begin at level 1. Leveling up will increase all basic stats, including the character cost, and a preview of the character's stats will be given. A character's veterancy determines how much exp is required for each level up; characters with better Talent will require less exp for each level, with S rank taking the least experience and X rank taking the most.
- Talent Formula (round down)
- Experience required to level up once
- S: .4+3.2*lvl
- A: .4+3.6*lvl
- B: .4+4.0*lvl
- C: .4+4.4*lvl
- D: .4+4.8*lvl
- X: .4+5.2*lvl
Dungeon and unit level caps at 10,000. More experience can be assigned to units at maximum level, but no stats will be gained.
This screen is used to give items to characters. Most items are equipable, but some are one-time use and give permanent bonuses. Others, such as the 1-up, are equipped but consumed when used. Items are equipped by selecting a character to give the item to and dragging the item to the grid in the middle. A preview of the stat changes for relevant equippable items will be given by mousing over the item once a character is selected. Some items can be shrunk by dragging them to the clamps on the right; this costs the amount of yen shown in the arrows. Shrunken items are exactly as effective as the full sized versions, but more items can be equipped if they are shrunk first. Items can be discarded by dragging them to the donation box below the the clamp. This will give you a small amount of yen, and if done enough times, an item that can increase a character's grid size will also be given.
Shikigami are deployed onto the map to interact with special features. There are three types of shikigami and each corresponds to one special feature.
- Red shikigami are used to neutralize the sheep. Sheep have a countdown timer; when it reaches 0, the sheep will explode and damage Yukari
- Yellow shikigami are used to collect chests. If the chest is reached before the countdown timer expires, you will get an item. Yellow shikigami are half as expensive as the other two types.
- Blue shikigami are used to neutralize holes in the ground that spawn enemies.
Shikigami cost experience to deploy; specifically (2 * map level * hit points) for blue and red and (map level * hit points) for yellow. Shikigami will advance 3 squares in a straight line (or fewer if there is an obstacle in the way) at the end of every turn automatically. They cannot be controlled directly, but their advance can be paused by leaving a character in front of them. If not blocked by anything, it will take 5 turns for a shikigami to reach the opposite end of the screen. Enemies will always target a shikigami if they can (unless they can also damage Yukari), and an enemy attack will always do exactly one damage.
Only one shikigami of each type can be deployed at a time.
Opens the jukebox. This allows you to start playing a specific song immediately, change which songs can play, adjust the music and sound effect volume, and turn off music entirely. The names and arranger for all unlocked songs are included.
Moves Yukari, and the rest of the map, one square to the right. This will increase the level of the map will reveal at least one special feature on the far side of the map. This can only be done once a turn, and it is never possible to move backwards.
A confirmation box will be given if there is a gap on the map, as choosing to advance will close the gap.
Allows you to send a character back before they run out of HP. It is still necessary to wait a full five turns before they can be deployed again. After clicking the button, select the characters you wish to bring back. They will get a red stamp over their head, marking them for retreat. Then click the 'confirm retreat' button, which replaces the end turn button, to bring them back. Characters can retreat at any time, even after moving and attacking.
The goal of the game is to fight against the endless horde of enemies to protect Yukari. Yukari's HP starts at 5 and decreases whenever an enemy reaches her, or a sheep explodes after the countdown timer expires. The game ends when her HP reaches 0, and there is no way to recover lost HP. Enemies will spawn endlessly from the right side of the screen and move towards Yukari. They will attack any characters that are in range if able, typically targetting weaker characters first, and will advance towards Yukari otherwise. The enemies are infinite, but will only spawn from the edge if there are few enough enemies on the screen. The number of enemies on the screen will slowly increase as you advance, as will the strength of the enemies that do appear.
You are limited in the number of characters that can be out on the field by the character's cost. Every character has a cost, and you must have enough available room for any new characters. The character cost increases with each level, and the total cost you can use increases each time you advance Yukari. Characters have different costs even at the same levels, with some being significantly more expensive than others. Typically, but not always, stronger characters will have higher costs.
Characters that are deployed will take damage at the end of every turn equal to (field level * 2). There is no way to prevent or reduce this damage. Your characters healthbar will flash red if they will be reduced to 0 HP from the wind. Manually retreating these characters may allow you to deploy others if you are low on available cost, but has no other impact. There is no penalty to running out of HP - the character will simply withdraw and will be available again after 5 turns of rest.
Advancing is necessary to open gaps, but may also create other special features instead. There is never any strict need to advance, so it is always possible to grind the endless waves if you are having trouble, but advancing will eventually be necessary to obtain more characters and to avoid stagnation.
Gaps have a chance of appearing each time you advance Yukari. To use a gap, click on it at any time. This will give you a list of stages that you can visit. Some stages must be visited in order, e.g. three stages to obtain Meiling. Once a stage has been cleared, it cannot be visited again. Mousing over each stage will give a description, any special conditions for the stage, and three numbers at the top: the map level (usually equal to the field level), the number of characters required for this stage, and the number of turns the stage must be completed in. Selecting a stage will open up the gap and allow you to send characters through it. Once a stage has been chosen, it cannot be changed. Advancing Yukari will close the gap, so it is usually best to not advance her. A warning dialog will be shown to prevent you from accidentally clicking the button.
To enter a stage, you need to bring the required number of characters to the location of the gap. They will then jump in and be unavailable until the other characters arrive. Characters in a gap cannot be deployed, leveled up, equipped, or removed from the gap, but do not count against the total cost of deployed characters. As it is impossible to advance, the gap will always be at the far right side of the screen, meaning your characters will take damage from the wind as they move towards the gap. Typically, faster characters are better for stages as they will take less damage from the wind as they advance. It is also necessary to protect these characters against the endless hordes of enemies to ensure they arrive at the stage with high health. Remember that enemies will prefer to target characters with less HP, which allows you to use decoys if necessary.
Each stage contains a number of enemies. Typically, each stage is cleared by defeating all of the enemies, or defeating the boss (i.e. a new recruitable character). There is a time limit on all stages, typically 10, but fortunately the wind is not present. Some stages, however, have special considerations; e.g. one stage has three heart tapir enemies that must all be defeated on the 2nd turn or the stage is failed. Others can spawn your characters in unfavorable positions, or reduce the starting HP of some characters to 1.
Clearing a stage will reward you with several items and possibly grant you a new character. Experience is gained as normal from defeating enemies, so even if you fail a stage you might gain a lot of useful exp for the future. There are 61 stages in total.
After the stage ends, win or lose, all of the participants will need to rest for five turns. If you gained a new character, it will be available immediately, but will be at level 1 and will probably need a lot of exp before it can contribute.
When Yukari's HP reaches 0, the Map Level is decreased by 3 and the current field is wiped clean of characters and hazards. Afterward, Yukari's health is restored to full, all characters are rested and ready to deploy, and a new group of enemies and hazards awaits you on the field. There seem to be no penalties for being defeated other than the fact that you will have to return to your previous Map Level in order to open new gaps, which becomes increasingly difficult as you progress.
Stack Tapir Bug
Sometime when 2 protal when two portals are on 1 tile-spaced space on same axe or on diagonal, (showed after the text) when creating a tapir, if there is not enough room for them the tapirs will summon on the same tile and "stack" Normally there aren't any bad effect ; Exept if you have a Road Safety Tapir or a Range Ban Tapir whose effect will activate. Those tapir will NOT be sightable thus not be attacked. The tile will still turn to orange/blue like you can attack. It will be the same tile all long, even if Yukari go fowards. Attacking the invisible Tapir will cause your game to crash. If any of your unit stand on this invisible monster's tile, it will be highlighted and you will be able to attack your own unit. The bug can easily be fixed by quiting and entering the game, the Tapir will be at the position he is supposed to be, like nothing happened.
Here are the two portal position: (O being a portal, and Z the location when the bug can happen.).
Higly suggested to try closing the portal as fast as you can when they come up in this position.