guide: Alkalinestar; image translations: Rotzone
In Music, events begin on the 15th and last day (the 28th, 29th, 30th, or 31st) of each month at 15:00 JST, and last for roughly eight days, with about seven days in between. In this week between events, a Live Festival, which usually adds a new song to the game, or a Live Challenge that adds a Special difficulty for a song (a song that was already in the game before or that entered in a Live Festival on the same day as the Live Challenge) can be played.
During events, you collect points through playing Lives and doing Work. This allows you to obtain rewards both based on your rank compared to other players and on a point collection system. There are two types of events:
- Unit events are standard point collection events; they introduce a new song into the game, and primarily focus on the story of one unit. Some unit events are shuffle events, which feature characters who are assembled from the established units to collaborate on a song. In any case, "normal" and "shuffle" unit events operate in essentially the same way.
- Tour events, in addition to a point collection system, feature a unique "tour date"-based progression system which allows you to collect rewards by completing specific objectives. They usually focus on the intertwining stories of two or more units, and do not introduce a new song into the game.
While this guide will cover both event types, information specific to each type will be found in their corresponding tabs; the page below will cover information that applies to both.
To access an event's page, click its banner on your home page. As unit and tour events have slightly different pages, they will be explained in detail on their respective tabs.
In this image, the Souma & Kanata banner on the right, above the Office button, will take you to the event page.
Point Rewards[]
Collecting points allows you to accept various rewards based on how many points you've collected.
Rewards available in this manner are, at various point requirements, EXP Tickets, Diamonds, Gems, Idol Jewels, Whistles, Megaphones, Crown Badges, MV Outfit Crystal, event story chapters, backgrounds, and various cards.
Depending on the event type and the units involved, events will have:
- Anywhere from zero to five different characters' 3★ cards;
- One or two different characters' 4★ cards; and
- One or two different characters' 5★ cards.
Unit song events will always feature one 5★ card, whereas tour events will always feature two 5★ cards. These cards are available as follows:
|
*There can be either one or two different 4★ cards in one event, and this shows the event point ranges at which these cards can appear in. When only one 4★ appears, it is rewarded at the highest value in that range.
|
*There can be anywhere from one to five different 3★ cards in one event, and this shows the event point ranges at which these cards can appear in. When fewer 3★ cards appear, they are rewarded starting from lower point ranges.
While the last point reward from any event is at 100,000,000 event points, most rewards past 22,000,000 (the threshold for the last copy of any event 5★s) are all but trivial, consisting primarily of additional gems, EXP tickets, and idol jewels; they are more or less filler for players competing for high event point rankings and not much else.
Ranking Rewards[]
Unlike in the original Ensemble Stars!, event cards are no longer given through ranking rewards; as a result, there's no need to compete with other players to obtain any time-limited cards. However, ranking rewards in Ensemble Stars!! do include point rank titles which can be displayed on your profile after the event for posterity, as well as the Crown Medals which are required to progress a character's Idol Rank, starting from Rank C and above, and a few additional diamonds, EXP tickets, as well as decorative items for your Office. These decorative items are the event's poster, and an event-specific trophy.
There are two types of rankings: the Event Point rankings, which compare how much event points you've collected against other players, and the High Score rankings, which compare how high your score is on the event song; or, during tours, your highest score across the four songs of any tour day in the current tour.
Note that unlike other, similar games, your rank titles will display your exact rank, (e.g., #10582), as opposed to displaying your cutoff group (i.e., Top 20000).
Rewards are available as follows:
|
Event Items[]
Note that while items from a previous event will expire at the moment the next event starts, Ensemble Stars!! will always go into server maintenance from 1100 JST - 1500 JST on the day of a new event, meaning that items effectively expire four hours before a new event starts.
Item | Name | Effect | How to obtain | Cannot be used after |
---|---|---|---|---|
|
Whistle | Restores 1 BP. Can be used in bulk, allowing you to restore BP up to a maximum of 10. | Point reward bonus in events; event login bonuses; compensation for bugs or issues | Start of next event |
|
Megaphone | Restores 10 BP. Can allow your BP to overflow. Cannot be used when BP is full. | Point reward bonus in events; compensation for bugs or issues | Start of next event |
|
Event Pass | Required to play the song designated as the Event Live. At least 100 passes are required to play once; can be used in increments of 100, 500, and during the second half of the event, 1,000. | Rewarded for clearing Lives or Work; event login bonuses | End of current event |
|
Ribbon | Can be traded for rewards in the Ribbon Exchange shop during unit events. | Reward for clearing normal Lives during events when consuming BP, or clearing the event song's Live, or the event's limited-time Work event | Start of next event |
Event Scout Bonuses[]
Similar to other rhythm games, Ensemble Stars!! has cards which boost event point gain. Unlike other games, these cards are, for the most part, not the cards of characters appearing in the event; nor are they cards whose attribute matches the event's song (if there is one). Instead, cards from the current Event Scout promotion will boost point gain when they are included in either your Live or Support teams.
There's no difference in the bonus depending on whether these cards are in either your Live or Support team — and since these cards often don't match the attribute of an event's song (and may not necessarily fit into your strongest team for normal Lives), you'll often want to slot them into your Support team to maximize your high score bonuses on songs.
Rarity and the number of copies you have of each card factors into the overall point bonus, as shown in the table below. This bonus is additive — for example, having one copy of both the 4☆ and 5☆ in your team results in a 25% bonus.
Rarity of card | 1st copy | 2nd copy | 3rd copy | 4th copy | 5th copy |
---|---|---|---|---|---|
3☆ | 1% | 2% | 3% | 4% | 5% |
4☆ | 5% | 15% | 25% | 35% | 50% |
5☆ | 20% | 45% | 75% | 100% | 150% |
*During shuffle-type unit events, there are no 3☆ cards on the Scouting promotion, and the bonus given by 4☆ cards is greater to compensate: 7%, 20%, 30%, 45%, and 60% from one to five copies, respectively.
Without getting into any complicated math, on average, rolling a 5☆ will save diamonds only if you can get them in as many 10-rolls as you want copies of an event 5☆.[1][2] Put simply, for example, if you're only looking to hit 3,500,000 event points, the event scout 5☆ will save you some diamonds if you can roll them in 350 diamonds or fewer, and so on (700 diamonds for 7,500,000 event points, etc.). Efficiency-wise, this means that you're more likely to save diamonds by not rolling at all, meaning that rolling on event scouts should be reserved for when you're a fan of the featured character.
However, time — and by extension, your health — are also issues. The larger your event point bonus, the fewer songs you'll need to play, and the less time you'll need to spend, which becomes especially important when you're aiming for two or more copies of an event 5☆. When you value those things more than any potential diamond savings, and especially when you have a decent budget of diamonds or money saved (or both), definitely consider rolling on event banners for the 5☆.[2]
Event Tips[]
- 1 BP refreshes every 30 minutes, meaning that all 10 BP will refresh in five hours. If you want to avoid wasting as much BP as possible when you're not sleeping, you may want to set an alarm for five hours (or close to it). Work ticket refresh rate and cap varies by Office department levels, meaning you'll have to calculate the time yourself.
- Unlike in the original Ensemble Stars!, you can't save Megaphones or Whistles in your inbox and stockpile them for future events, as they will expire regardless of whether they are in your inventory or inbox. However, it's still possible to use these items to gain a small edge for the next event:
- Before the pre-event maintenance starts, do any action that consumes 1 BP so that you have 9 — this can include playing a live (and quitting early if you want), or consuming BP along with Work to boost the rewards — then use a Megaphone to overflow into 19 BP.
- Note that you can't do this with Whistles, since they'll only allow you to refresh up to the normal BP cap of 10.
- You can also intentionally stop short of a rank-up right before the event starts in order to start with an additional 10 BP as soon as you play your first few songs.
- Without scouting bonuses, on average, it takes anywhere from 800 - 1,000 diamonds to reach 3,500,000 event points during unit / shuffle events, and 700 - 900 during tour events. Efficient play and a good high score bonus (live scores of about ~3,000,000+) can save as much as 200 diamonds, but with this in mind, it's important to keep some diamonds budgeted in case you suspect your favorite character has an event around the corner.
- It's highly recommended to consult an event calculator of some sort to get a better picture of how many diamonds you'll need. Note that these calculators don't usually take into account special login bonuses unrelated to events, such as birthdays.
Useful Links[]
- Diamond Consumption Calculator by @Asakoto1849 - A calculator which finds the number of diamonds you'll need to spend to reach a given event point goal based on parameters you input.
- A Practical EnMusic Event Guide by @joltcounting - A guide with some tips, tricks, facts, and calculations about reaching the first 5☆ in any event, using the fewest amount of diamonds possible.
- An informational guide on Ensemble Stars Music Events by @Asher_Blackwood - A detailed guide focusing on several practical concerns involved with grinding Music's events, with some focus on milestones past the first 3.5 million.
Event Page[]
Clicking the event banner in your room directs you to the event page. The event page displays your rank, how many points you have, as well as buttons that are explained below.
- Event Live: Opens the event song's page.
- Ribbon Shop: This opens the Ribbon Exchange shop, where you can exchange ribbons you've obtained from clearing Lives for various rewards.
- View Rewards: This page shows the point and rank rewards for the event, separated by tabs. It shows how many points away you are from the next "milestone" reward (usually a character's card), as well as the ranking reward you'll get based on your current standing in the ranks.
- View Rankings: This takes you to the event point and high score rankings page. You can view your place in the overall rankings, your ranking amongst your friends, the top rankers, and the rankings at reward cutoff points.
- Story: Takes you to the event story's tab. Not all stories may be readable at the start of the event; if this is the case, the whole story usually becomes readable beginning from the second half of the event (that is, 15:00 JST on Day 4). On some occasions, a further third part of the story will only become readable from 15:00 JST on Day 6.
- Minitalks: Takes you to the event minitalks' tab. One minitalk is unlocked each time you clear the event song; each character with a minitalk has six in total. More minitalks are unlocked beginning from the second half of the event.
- Help: This is an external link to the event's entry on the Ensemble Stars!! website's support page.
- Overview: This takes you to the event preview page shown before the event started, which summarizes the event's premise and offers a preview of the event's cards.
- Past Event Shop: This takes you to the Event Memorial Exchange page.
Some past event stories may be available to read for free during an event period, and these can be accessed from the banners at the top of the event page — these stories are related to the units featured, and often provide useful background context for the current story. Once read, they will be permanently unlocked after the event without you needing to spend diamonds.
Note that the event's end time displayed on this page is synced with your device's local date and time.
Event Live[]
All unit events introduce a new song, which require Event Passes to play.
The Event Live page displays your high score on the Event Live and your place in the overall rankings. Once you clear the song on any difficulty, the MV can be played from this page as well.
The Event Live has a different set of first-time rewards from songs in Music's regular list; once it is added to the regular list of songs you can play (usually immediately after the event ends), the rewards are reset, and you must achieve any high score or combo rankings again for more rewards. It's recommended to get as many rewards as you can from all four difficulties before settling on your preferred difficulty for event progression.
Additionally, as of Attack! The Solitary Battle of the VS GAME, the Event Live will boost by 20% one of the substats (Da, Vo, or Pf) of any cards in the team you use to play the song. The substat boosted corresponds to the strongest substat of the 5★ card rewarded for playing through the event, incentivizing you to use said card (and ideally, cards with similarly high stats) to achieve the highest possible score.
You must consume at least 100 Event Passes to play the song once. Passes are awarded for clearing Lives with BP and completing Work; each 1 BP spent rewards 10 Passes, and each Work Ticket spent awards 1 Pass if used without consuming BP. You can also consume 500 Event Passes — and during the second half of the event, starting from 1500 JST on Day 4, 1,000 Event Passes — to obtain 5× or 10× the rewards. There is no diminishing return on event points or ribbons for consuming extra passes - you will obtain roughly the same rewards as if you had played the song five or ten times.
Each time you clear the Event Live, one new minitalk will unlock if any are available. Regardless of how many passes you consume, only one new minitalk will unlock at a time. Before consuming additional passes per play to save time, it's recommended that you unlock every minitalk if you're interested in full event completion.
Ribbon Exchange[]
As you play Lives, you'll earn Ribbons, which can be traded in at the Ribbon Exchange for various rewards, including diamonds, gems to improve your cards, event outfits, and other useful currencies such as Memorial Coins. On average, you can expect about 2-3 Ribbons to drop per 1 BP consumed, and 9-10 Ribbons per 100 Event Passes consumed. Ribbons can also drop from the Event Work.
The available items for each event are as follows:
|
|
To buy at least the diamonds from every normal event, you would need 1,000 Ribbons; to buy out the entire shop (excluding the no-limit options), you would need a staggering 39,250 Ribbons. Without spending diamonds, it's likely you'll only get up to around 1,500 - 2,400 Ribbons maximum per event, depending on whether you make use of the Event Work or not, and whether or not your BP overflows often; if you're playing up to the first copy of the event 5☆, it's possible to obtain around 4,200 - 4,800 Ribbons[3].
As a consequence, it's recommended to prioritize buying the following items in this order, from most to least important:
- Event outfits (only if you have enough materials to create them)
- Diamonds
- Memorial Coins (can be prioritized over diamonds if desired)
- ES Coins and Gems
- L$
- EXP Tickets
If you're intending to play an event actively, the event outfits are more valuable and should be picked first, as you'll still be able to exchange for the diamonds afterward with plenty of time to spare.
Event Work[]
All events have an associated Work event which can be found in the 3rd tab of the Work listing, Limited (期間限定) Work. Only characters who are part of the event's associated unit(s) may participate, and they must be wearing the event's exclusive outfits, which you must first purchase from the Ribbon Exchange in unit events and then create using your own materials.
Event Page[]
Clicking the event banner in your room directs you to the event page. The event page displays your rank, how many points you have, as well as buttons that are explained below.
- To Live Tour Map / Resume: This takes you to the Tour Map, or resumes your ongoing progression through the current tour day's setlist.
- View Rewards: This page shows the point and rank rewards for the event, separated by tabs. It shows how many points away you are from the next "milestone" reward (usually a character's card), as well as the ranking reward you'll get based on your current standing in the ranks.
- View Rankings: This takes you to the event point and high score rankings page. You can view your place in the overall rankings, your ranking amongst your friends, the top rankers, and the rankings at reward cutoff points.
- Story: Takes you to the event story's tab. Not all stories may be readable at the start of the event; if this is the case, the whole story usually becomes readable beginning from the second half of the event (that is, 15:00 JST on Day 4). On some occasions, a further third part of the story will only become readable from 15:00 JST on Day 6.
- Minitalks: Takes you to the event minitalks' tab. One minitalk is unlocked each time you clear a tour date's four-song setlist; each character with a minitalk has six in total. More minitalks are unlocked beginning from the second half of the event.
- Help: This is an external link to the event's entry on the Ensemble Stars!! website's support page.
- Overview: This takes you to the event preview page shown before the event started, which summarizes the event's premise and offers a preview of the event's cards.
- Past Event Shop: This takes you to the Event Memorial Exchange page.
- Switch Rewards: This allows you to change the special rewards you'll receive for completing specific tour dates, specifically Days 20 and 30. You must choose a reward set before progressing on the Tour Map, and you can change your choices at any time before clearing the Day associated with the reward in question.
The locked icon has one of two functions — it allows you to either:
- Jump to the setlist of the tour day you've most recently entered; or
- Jump to the next tour day's setlist, if the Tour Map is not yet completed
It is not available if you are currently progressing through a tour day's setlist.
Some past event stories may be available to read for free during an event period, and these can be accessed from the banners at the top of the event page — these stories are related to the units featured, and often provide useful background context for the current story. Once read, they will be permanently unlocked after the event without you needing to spend diamonds.
Note that the event's end time displayed on this page is synced with your device's local date and time.
Tour Map[]
The Tour Map is a linear progression system separate from the normal point-based rewards. On a Tour Map, there are 30 tour days. Tour days are composed of:
- A setlist of four songs which must be played in order;
- Three missions which must be achieved in order to earn extra rewards, and collect stars, which are required to unlock certain checkpoints on the Tour Map.
There are a few other points of interest on the Tour Map page, described below.
- At the top left, your current highest score, the day it was achieved on, your current event point total, and the number of Tour Missions you've completed are shown.
- You can also switch your choice of bonus rewards from Days 20 and 30 here, from the button on the left.
- Previous Performance (前回の公演): This button jumps to the tour day either most recently completed or entered.
- Performance List (公演一覧): This button allows you to check the song setlist for all previously completed tour days at a glance, as well as your high score on each tour day. You can jump to any unlocked tour day from this list. The Clear Status (クリア状況) lists how many tour days you've completed.
The tour days do not correspond to the length of time the event is being held — you must complete all thirty tour days within the eight days that a event normally runs.
Tour Days[]
Each day has four songs making up a setlist, which must be played in order starting from the top left. As you play these songs, you'll also work towards completing the day's three Tour Missions, which are represented on the Tour Map as stars. You do not have to complete all three Tour Missions in a day to complete it and unlock the next one (as well as earn any rewards for completing the day) — but if all three Tour Missions for a specific day are completed, 3 × s are rewarded.
The page for each individual tour day is described below.
- At the top left, your current highest score, the day it was achieved on, and the number of Tour Missions you've completed are shown.
- The left box shows the reward for completing all four songs of the day's setlist, the day's Tour Missions, your FEVER bar (explained below), your cumulative score on all completed songs in the setlist so far, and the songs themselves.
- You can also abort your current progress on a tour day by pressing the red button.
All songs in a day's setlist must be played by consuming 3 BP; you can also consume 6 or 10 BP. As songs are completed, the FEVER bar will also increase. The amount that this gauge increases depends on both your score and combo rating, from C to S+; the maximum achievable percentage is 110%. This gauge adds an event point multiplier to the fourth song of each day's setlist: for example, a FEVER of 105% would add 105% to the multiplier, causing your event points from the fourth song to be multiplied by 2.05×.
You can usually expect the points gained from the fourth song to therefore be roughly equivalent to twice the normal event points gained, or slightly more. The fourth song of each setlist will not increase the FEVER bar. As a result of this system, you can maximize event point gain by playing the fourth song of each setlist at 10 BP.
At certain checkpoints, you must have a certain number of Tour Missions completed from previous tour days in order to continue on the Tour Map:
- By the end of Day 9, you must have at least 10 missions completed to progress to Day 10 and onward; there are 27 missions available at this point.
- By the end of Day 19, you must have at least 30 missions completed to progress to Day 20 and onward; there are 57 missions available at this point.
- By the end of Day 28, you must have at least 77 missions completed to progress to Day 29 and onward; there are 84 missions available at this point.
Tour Missions[]
You don't need to clear a tour day's setlist in order to save your progress towards completing a day's Tour Missions — once a mission is achieved, you can immediately abort the setlist, and the mission will still be marked as cleared; you won't have to clear it again, even if you haven't cleared the tour day yet.
The Tour Missions for any given day will follow a few patterns. Consider the mission list below:
- The first mission always relates to your Live Team. It usually involves including a specific character, or a card of a certain attribute (Sparkle/Brilliant/Glitter/Flash), or even a specific card obtained from the event. For missions that involve specific characters, you can tell which character is being asked for, because it will (almost) always be the one who appears beside the mission list (in the image shown below, that character would be Jun).
- The second mission typically relates to achieving something while playing the song. This can be anything from achieving a certain score number, to achieving a certain score with specific characters, achieving a certain FEVER bar percentage, or even a Full or Perfect Combo. Some missions may be cumulative.
- The third mission is always a cumulative scoring requirement. You'll need to achieve the listed score total across the four songs in that Day's setlist. If you can't complete these missions within four songs, the game will carry over any score you've previously obtained, allowing you to clear these missions by replaying that Day's missions.
Missions with the cumulative (【累計】) marker will carry over progress from previous attempts or clears of the given tour day, allowing you to return to that tour day afterward and complete the missions without having to play through the entire setlist again.
The different types of Tour Missions are described in the following sections. The table below summarizes the specific days on which each Tour Mission type appears.
Mission Type | Appears on |
---|---|
Specific Performer | 1-8, 12, 14-17, 20, 21 |
Matching Attribute | 9-11, 13, 22, 27, 28 |
Specific Event Cards | 18, 19, 23-26, 29, 30 |
Original Unit Members | 1, 2, 10, 20, 29, 30 |
Full Combo | 3, 9, 11, 15, 18, 21, 27 |
Perfect Combo | 19 (or 20), 26 |
Perfect Notes | 8, 13, 25 |
FEVER Gauge | 4, 6, 12, 17, 22, 24 |
Specific Score Digits | 5, 7, 14, 16, 23, 28 |
Cumulative Score | All days |
Specific Performers[]
In-game description: XをパフォーマーにしてY回あんさんぶるタイムを成功させよう!(0/Y)
This mission type requires you to set a specific character as the Performer, and successfully trigger the performance at the end of Ensemble Time, up to two times in a day. You can generally identify which character is being asked for by looking at the one who appears beside the Tour Mission list.
To set the Performer, use the second tab of the Live Team page (パフォーマー). The Performer is the character marked with the blue パフォーマー tag above their head. They do not need to be the Center, and they don't need to have a special SPP (marked by the purplish note) that matches the song either. They do, however, need to be marked as on-stage. Move your cards around using the fourth tab (配置) if you need to.
If you have any Combo Saver cards, use them in your Support team here; Ensemble Gauge Boost cards can work otherwise, although the gauge is not particularly difficult to fill to begin with.
This mission type appears on Days 1-8, 12, 14-17, 20, and 21.
Matching Attribute[]
In-game description: 楽曲とセンターの属性を一致させてX回楽曲をクリアしよう!(0/X)
This mission type requires you to use a card as your Center whose Attribute matches the song, and then clear the required number of songs, anywhere from one to three times.
The song's attribute (Sparkle/Brilliant/Glitter/Flash) appears beside its name. The card doesn't have to be set as the Performer, either -- it just has to be the Center of your Live Team.
This mission type appears on Days 9-11, 13, 22, 27, and 28. On Day 22, you must repeat this mission for two songs; on Days 27 and 28, you must repeat this mission for three songs.
Specific Event Cards[]
In-game description: [-----------]Xをライブメンバーに編成して1回楽曲をクリアしよう!(0/1)
This mission type requires you to include a specific card from the event in your Live Team, and then clear any song in the Day's setlist once. You can generally identify which character is being asked for by looking at the one who appears beside the Tour Mission list.
You can also recognize this mission type when you see it by the square brackets [ ] indicating the card's title, which will always appear at the start of the mission description.
By the time you reach any mission that requires a specific card, it's highly likely that you will already have at least one copy of the required card from the event point rewards. The only exceptions to this rule are Days 29 and 30, which require you to include the 5☆ event cards from the event in your team; if you're not spending diamonds to reach these cards through the event point rewards, you'll only be able to clear one of these two missions each event thanks to the 5☆ card rewarded for completing Day 30.
The card does not need to be set as the Performer, or the Center, or even be marked as on-stage: it just has to be in your Live Team, and it must NOT be in your Support team.
This mission type usually appears on Days 18, 19, 23-26, 29, and 30. On Days 18, 19, 23, and 24, a 3☆ card will be specified; on Days 25 and 26, a 4☆ card will be specified; on Days 29 and 30, a 5☆ card will be specified.
Original Unit Members[]
In-game descriptions: - 4曲目をオリジナルメンバー編成(配置も含む)でクリアしよう!(0/1)
- 4曲目をオリジナルメンバー編成(配置も含む)でスコアX以上をとろう!(0/1)
This mission type requires you to clear the fourth song using the original members of the song. You may also need to reach a certain score, if a number is also listed on the mission. Any version or card of the original members counts.
You'll have to match the original members as shown in the top right of the Live Team screen, where it says オリジナルメンバー (Original Members). You'll also need to match the exact position of the members as shown, or this mission will not clear. On any song where this mission applies, you'll notice the Original Members list in the top right flashing.
By tapping on the magnifying glass beside the original members list, the game will automatically arrange such a team for you, using the strongest versions you have of each character in your inventory. Cards in your stash will not be included. (If all the cards you have for any required character are not in your inventory, the game will throw an error, and you'll have to move cards out of your stash.)
If you fail to complete this mission, you will effectively have to play the day all over again, which can waste 12 BP.
This mission type appears on Days 1, 2, 10, 19 (or 20), 29, and 30. Beginning from Day 10, you must also achieve a minimum score on the song in addition to using the original members.
Full Combos[]
In-game description: 【累計】X曲フルコンボしよう!(0/X)
This mission type requires you to get a Full Combo the required number of times. This is a cumulative mission, and progress from previous attempts of the day's setlist will accumulate.
As this is a skill-based mission, it's important to know your limits. The game does not distinguish any difference between difficulties, as far as this mission is concerned; you can play and complete this mission on Easy for any number of songs you want. If you have any Combo Saver cards, use them in your Support team here.
This mission type appears on Days 3, 9, 11, 15, 18, 21, and 27. On Days 9 and 11, you must achieve two Full Combos; on Days 15, 18, and 21, you must achieve three; on Day 27, you must achieve four.
Perfect Combos[]
In-game description:【累計】X曲パーフェクトコンボしよう!(0/X)
This mission type requires you to get a Perfect Combo the required number of times. This is a cumulative mission, and progress from previous attempts of the day's setlist will accumulate.
The same general idea as the Full Combo mission applies here; the game does not distinguish which difficulty you achieve a Perfect Combo on. If you have Perfect Saver cards, use them in your Support team here.
This mission type can appear on Days 19, 20, and 26. On Day 19/20, you must achieve one Perfect Combo; on Day 26, you must achieve two.
Perfect Notes[]
In-game description: 【累計】パーフェクト判定をX回とろう!(0 / X)
This mission type requires you to get PERFECT judgments on the number of notes specified, across all four songs. This is a cumulative mission, and progress from previous attempts of the day's setlist will accumulate.
This is a skill-based mission, and it favors players who are comfortable with higher song difficulties. However, note that this mission only requires you to accumulate PERFECT notes; you do not need to achieve Full or Perfect Combos. What this means is that if you're able to clear a song consistently, especially one with a high note count (such as Distorted Heart), it's best to attempt that song even if you can't consistently achieve a Full or Perfect Combo on that difficulty. If you have Perfect Saver cards, use them in your Support team here.
This mission type appears on Days 8, 13, and 25. On Day 8, you must accumulate 500 Perfect notes; on Day 13, you must accumulate 800 Perfect notes; on Day 25, you must accumulate 2,500 Perfect notes. On some occasions, it's not possible to clear the Day 25 mission within four songs; if it's possible, you will likely need to play most (if not all) songs on Expert, or (if available) Special.
FEVER Gauge[]
In-game description: 4曲目をFEVERゲージがX%以上の状態でクリアしよう!(0/1)
This mission type requires you to clear the fourth song with a certain FEVER gauge level. Since the fourth song does not contribute to the FEVER gauge, this means you'll have to reach a certain FEVER percentage by the time you play the fourth song in a Day's setlist.
To reiterate, the amount that this gauge increases depends on both your score and combo rating, from C to S+. The maximum boost from any one song is 37%, for a song cleared at S+ score with a Perfect Combo, and the maximum gauge level is 110%. More realistically, you can expect to get 33% from one song if you can get an S score and a Full Combo, or 35% if you can get an S+ score instead.
This mission is not cumulative, and as a result, you will effectively have to play the day all over again if you cannot complete it when attempting a day's setlist, which can waste 12 BP. If you have any Combo Saver or Perfect Saver cards, use them in your Support team here. If you need help learning how to maximize your scores on songs, consider reviewing the Rhythm Game Guide.
This mission appears on Days 4, 6, 12, 17, 22, and 24, and the FEVER percentage required will gradually increase, starting from 70% on Day 4, to a maximum of 95% on Day 24.
Specific Score Digits[]
In-game description: いずれかの曲でスコアの下一桁をXにしよう!(0 / 1)
This mission type requires you to end a song with the last digit (marked in the image above) of your score as a specific number.
Since scoring throughout a song varies by team strength, the song's attribute, the number of characters you own with the unit bonus, your combo count, whether the note was a GOOD, GREAT, a PERFECT, and several internal mechanics, there's no one-size-fits-all secret here when it comes to team strength.
It's generally recommended to play songs on Easy when trying to achieve this mission, as this allows you to focus on hitting or dropping notes at will to control your score, without worrying too much about being able to clear the song. Ideally, you'll also want to use cards with Voltage protection effects in your Support team here.
This mission appears on Days 5, 7, 14, 16, 23, and 28. You'll only need to achieve it once any time it appears, but the required digit will change between days, and usually is a digit that has some significance to the units involved.
Cumulative Score[]
In-game description: 【累計】スコアをX以上にしよう(0 / X)
This mission type requires you to achieve a required total score across the Day's four songs.
This is a cumulative mission, and progress from previous attempts of the day's setlist will accumulate, and you do not need to complete all four songs in a day's setlist to complete this mission. This means that if you're within one song of achieving this mission thanks to a previous completion of the day's setlist, you can simply clear the first song once and abort your attempt on that day after clearing the mission.
Ideally, you'll also want to use cards with Combo Saver effects in your Support team here, as maintaining a good combo is a vital factor towards the highest possible score you can get for any song. If you need help learning how to maximize your scores on songs, consider reviewing the Rhythm Game Guide.
This mission appears on all tour days. The score requirement will increase dramatically towards the end; veteran players will likely only be able to complete up to Day 28's mission (12,000,000) in four songs. It generally requires a team with multiple limit-broken cards to reach Day 29's scoring requirement of 15,000,000 in four songs, and as of time of writing, it's impossible to achieve the Day 30 requirement (20,000,000) in four songs.
Event Work[]
All events have an associated Work event which can be found in the 3rd tab of the Work listing, Limited (期間限定) Work. Only characters who are part of the event's associated unit(s) may participate, and they must be wearing the event's exclusive outfits, which you must first obtain from clearing the setlist for Day 10, and then create using your own materials.
The event-limited Work rewards more event points than a normal Work event. Unlike unit events, there are no ribbons to earn, but if you're interested in obtaining the event's 5☆ cards through the point rewards system, playing the event Work might save a few diamonds regardless.
Event Tips[]
- It's possible to complete the Tour Map without spending diamonds as long as you play regularly. Generally speaking, you can expect to complete Day 30 anywhere from the sixth to eighth day of the event this way depending on your efficiency.
- If you're aiming to reach 5☆ cards through event point milestones, you will still need to spend some diamonds; if you intend to do so, it's generally recommended from the beginning of the event that you play the first three songs of a setlist at 3 BP, and the fourth song at 10 BP.
- You can afford to miss only a total of seven missions up until you unlock the Day 29 checkpoint; most players who do this choose to avoid the missions which involve achieving specific-digit scores or Perfect Combos.